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openlayers/master/examples/BillboardCollection.html
Éric Lemoine 5d14b9e2d4 Updated
2013-02-20 10:38:25 +01:00

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<title>BillboardCollection - Cesium Documentation</title>
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<ul id="ClassList"><div id="classItems"><li><a href="AnimationCollection.html">AnimationCollection</a></li><li><a href="AnimationController.html">AnimationController</a></li><li><a href="ArcGisMapServerImageryProvider.html">ArcGisMapServerImageryProvider</a></li><li><a href="AxisAlignedBoundingBox.html">AxisAlignedBoundingBox</a></li><li><a href="Billboard.html">Billboard</a></li><li><a href="BillboardCollection.html">BillboardCollection</a></li><li><a href="BingMapsImageryProvider.html">BingMapsImageryProvider</a></li><li><a href="BoundingRectangle.html">BoundingRectangle</a></li><li><a href="BoundingSphere.html">BoundingSphere</a></li><li><a href="Buffer.html">Buffer</a></li><li><a href="Camera.html">Camera</a></li><li><a href="CameraController.html">CameraController</a></li><li><a href="CameraEventAggregator.html">CameraEventAggregator</a></li><li><a href="Cartesian2.html">Cartesian2</a></li><li><a href="Cartesian3.html">Cartesian3</a></li><li><a href="Cartesian4.html">Cartesian4</a></li><li><a href="Cartographic.html">Cartographic</a></li><li><a href="CatmullRomSpline.html">CatmullRomSpline</a></li><li><a href="CentralBody.html">CentralBody</a></li><li><a href="CesiumViewerWidget.html">CesiumViewerWidget</a></li><li><a href="Clock.html">Clock</a></li><li><a href="Color.html">Color</a></li><li><a href="Command.html">Command</a></li><li><a href="CommandLists.html">CommandLists</a></li><li><a href="ComplexConicSensorVolume.html">ComplexConicSensorVolume</a></li><li><a href="CompositeDynamicObjectCollection.html">CompositeDynamicObjectCollection</a></li><li><a href="CompositePrimitive.html">CompositePrimitive</a></li><li><a href="Context.html">Context</a></li><li><a href="CubeMap.html">CubeMap</a></li><li><a href="CubeMapFace.html">CubeMapFace</a></li><li><a href="CustomSensorVolume.html">CustomSensorVolume</a></li><li><a href="DefaultProxy.html">DefaultProxy</a></li><li><a href="Deferred.html">Deferred</a></li><li><a href="DeveloperError.html">DeveloperError</a></li><li><a href="DiscardMissingTileImagePolicy.html">DiscardMissingTileImagePolicy</a></li><li><a href="DynamicBillboard.html">DynamicBillboard</a></li><li><a href="DynamicBillboardVisualizer.html">DynamicBillboardVisualizer</a></li><li><a href="DynamicColorMaterial.html">DynamicColorMaterial</a></li><li><a href="DynamicCone.html">DynamicCone</a></li><li><a href="DynamicConeVisualizer.html">DynamicConeVisualizer</a></li><li><a href="DynamicConeVisualizerUsingCustomSensor.html">DynamicConeVisualizerUsingCustomSensor</a></li><li><a href="DynamicDirectionsProperty.html">DynamicDirectionsProperty</a></li><li><a href="DynamicEllipsoid.html">DynamicEllipsoid</a></li><li><a href="DynamicEllipsoidVisualizer.html">DynamicEllipsoidVisualizer</a></li><li><a href="DynamicImageMaterial.html">DynamicImageMaterial</a></li><li><a href="DynamicLabel.html">DynamicLabel</a></li><li><a href="DynamicLabelVisualizer.html">DynamicLabelVisualizer</a></li><li><a href="DynamicMaterialProperty.html">DynamicMaterialProperty</a></li><li><a href="DynamicObject.html">DynamicObject</a></li><li><a href="DynamicObjectCollection.html">DynamicObjectCollection</a></li><li><a href="DynamicPath.html">DynamicPath</a></li><li><a href="DynamicPathVisualizer.html">DynamicPathVisualizer</a></li><li><a href="DynamicPoint.html">DynamicPoint</a></li><li><a href="DynamicPointVisualizer.html">DynamicPointVisualizer</a></li><li><a href="DynamicPolygon.html">DynamicPolygon</a></li><li><a href="DynamicPolygonVisualizer.html">DynamicPolygonVisualizer</a></li><li><a href="DynamicPolyline.html">DynamicPolyline</a></li><li><a href="DynamicPolylineVisualizer.html">DynamicPolylineVisualizer</a></li><li><a href="DynamicPositionProperty.html">DynamicPositionProperty</a></li><li><a href="DynamicProperty.html">DynamicProperty</a></li><li><a href="DynamicPyramid.html">DynamicPyramid</a></li><li><a href="DynamicPyramidVisualizer.html">DynamicPyramidVisualizer</a></li><li><a href="DynamicVertexPositionsProperty.html">DynamicVertexPositionsProperty</a></li><li><a href="Ellipsoid.html">Ellipsoid</a></li><li><a href="EllipsoidalOccluder.html">EllipsoidalOccluder</a></li><li><a href="EllipsoidPrimitive.html">EllipsoidPrimitive</a></li><li><a href="EllipsoidTangentPlane.html">EllipsoidTangentPlane</a></li><li><a href="EncodedCartesian3.html">EncodedCartesian3</a></li><li><a href="Enumeration.html">Enumeration</a></li><li><a href="Event.html">Event</a></li><li><a href="Extent.html">Extent</a></li><li><a href="Framebuffer.html">Framebuffer</a></li><li><a href="FrameState.html">FrameState</a></li><li><a href="FrustumCommands.html">FrustumCommands</a></li><li><a href="GeographicProjection.html">GeographicProjection</a></li><li><a href="GeographicTilingScheme.html">GeographicTilingScheme</a></li><li><a href="GregorianDate.html">GregorianDate</a></li><li><a href="HermiteSpline.html">HermiteSpline</a></li><li><a href="ImageryLayer.html">ImageryLayer</a></li><li><a href="ImageryLayerCollection.html">ImageryLayerCollection</a></li><li><a href="ImageryProvider.html">ImageryProvider</a></li><li><a href="Interval.html">Interval</a></li><li><a href="JulianDate.html">JulianDate</a></li><li><a href="Label.html">Label</a></li><li><a href="LabelCollection.html">LabelCollection</a></li><li><a href="LeapSecond.html">LeapSecond</a></li><li><a href="Material.html">Material</a></li><li><a href="Matrix2.html">Matrix2</a></li><li><a href="Matrix3.html">Matrix3</a></li><li><a href="Matrix4.html">Matrix4</a></li><li><a href="NeverTileDiscardPolicy.html">NeverTileDiscardPolicy</a></li><li><a href="Occluder.html">Occluder</a></li><li><a href="OpenStreetMapImageryProvider.html">OpenStreetMapImageryProvider</a></li><li><a href="OrientationInterpolator.html">OrientationInterpolator</a></li><li><a href="OrthographicFrustum.html">OrthographicFrustum</a></li><li><a href="PerformanceDisplay.html">PerformanceDisplay</a></li><li><a href="PerspectiveFrustum.html">PerspectiveFrustum</a></li><li><a href="PerspectiveOffCenterFrustum.html">PerspectiveOffCenterFrustum</a></li><li><a href="PickFramebuffer.html">PickFramebuffer</a></li><li><a href="Polygon.html">Polygon</a></li><li><a href="Polyline.html">Polyline</a></li><li><a href="PolylineCollection.html">PolylineCollection</a></li><li><a href="Promise.html">Promise</a></li><li><a href="Quaternion.html">Quaternion</a></li><li><a href="Queue.html">Queue</a></li><li><a href="Ray.html">Ray</a></li><li><a href="RectangularPyramidSensorVolume.html">RectangularPyramidSensorVolume</a></li><li><a href="ReferenceProperty.html">ReferenceProperty</a></li><li><a href="RequestErrorEvent.html">RequestErrorEvent</a></li><li><a href="RuntimeError.html">RuntimeError</a></li><li><a href="Scene.html">Scene</a></li><li><a href="SceneTransitioner.html">SceneTransitioner</a></li><li><a href="ScreenSpaceCameraController.html">ScreenSpaceCameraController</a></li><li><a href="ScreenSpaceEventHandler.html">ScreenSpaceEventHandler</a></li><li><a href="SensorVolumeCollection.html">SensorVolumeCollection</a></li><li><a href="ShaderCache.html">ShaderCache</a></li><li><a href="ShaderProgram.html">ShaderProgram</a></li><li><a href="SingleTileImageryProvider.html">SingleTileImageryProvider</a></li><li><a href="SkyAtmosphere.html">SkyAtmosphere</a></li><li><a href="SkyBox.html">SkyBox</a></li><li><a href="Spherical.html">Spherical</a></li><li><a href="TaskProcessor.html">TaskProcessor</a></li><li><a href="Texture.html">Texture</a></li><li><a href="Texture2DPool.html">Texture2DPool</a></li><li><a href="TextureAtlas.html">TextureAtlas</a></li><li><a href="TextureAtlasBuilder.html">TextureAtlasBuilder</a></li><li><a href="TileDiscardPolicy.html">TileDiscardPolicy</a></li><li><a href="TileMapServiceImageryProvider.html">TileMapServiceImageryProvider</a></li><li><a href="TilingScheme.html">TilingScheme</a></li><li><a href="TimeInterval.html">TimeInterval</a></li><li><a href="TimeIntervalCollection.html">TimeIntervalCollection</a></li><li><a href="Uniform.html">Uniform</a></li><li><a href="UniformArray.html">UniformArray</a></li><li><a href="UniformState.html">UniformState</a></li><li><a href="VertexArray.html">VertexArray</a></li><li><a href="VertexArrayFacade.html">VertexArrayFacade</a></li><li><a href="ViewportQuad.html">ViewportQuad</a></li><li><a href="VisualizerCollection.html">VisualizerCollection</a></li><li><a href="WebMapServiceImageryProvider.html">WebMapServiceImageryProvider</a></li><li><a href="WebMercatorProjection.html">WebMercatorProjection</a></li><li><a href="WebMercatorTilingScheme.html">WebMercatorTilingScheme</a></li><li><a href="binarySearch.html">binarySearch</a></li><li><a href="BingMapsStyle.html">BingMapsStyle</a></li><li><a href="BlendEquation.html">BlendEquation</a></li><li><a href="BlendFunction.html">BlendFunction</a></li><li><a href="BlendingState.html">BlendingState</a></li><li><a href="BoxTessellator.html">BoxTessellator</a></li><li><a href="BufferUsage.html">BufferUsage</a></li><li><a href="CameraColumbusViewMode.html">CameraColumbusViewMode</a></li><li><a href="CameraEventType.html">CameraEventType</a></li><li><a href="CameraFlightPath.html">CameraFlightPath</a></li><li><a href="CesiumMath.html">CesiumMath</a></li><li><a href="ClockRange.html">ClockRange</a></li><li><a href="ClockStep.html">ClockStep</a></li><li><a href="combine.html">combine</a></li><li><a href="computeSunPosition.html">computeSunPosition</a></li><li><a href="createGuid.html">createGuid</a></li><li><a href="createTaskProcessorWorker.html">createTaskProcessorWorker</a></li><li><a href="CubeMapEllipsoidTessellator.html">CubeMapEllipsoidTessellator</a></li><li><a href="CubicRealPolynomial.html">CubicRealPolynomial</a></li><li><a href="CullFace.html">CullFace</a></li><li><a href="CzmlBoolean.html">CzmlBoolean</a></li><li><a href="CzmlCartesian2.html">CzmlCartesian2</a></li><li><a href="CzmlCartesian3.html">CzmlCartesian3</a></li><li><a href="CzmlCartographic.html">CzmlCartographic</a></li><li><a href="CzmlColor.html">CzmlColor</a></li><li><a href="CzmlDefaults.html">CzmlDefaults</a></li><li><a href="CzmlHorizontalOrigin.html">CzmlHorizontalOrigin</a></li><li><a href="CzmlImage.html">CzmlImage</a></li><li><a href="CzmlLabelStyle.html">CzmlLabelStyle</a></li><li><a href="CzmlNumber.html">CzmlNumber</a></li><li><a href="CzmlString.html">CzmlString</a></li><li><a href="CzmlUnitCartesian3.html">CzmlUnitCartesian3</a></li><li><a href="CzmlUnitQuaternion.html">CzmlUnitQuaternion</a></li><li><a href="CzmlUnitSpherical.html">CzmlUnitSpherical</a></li><li><a href="CzmlVerticalOrigin.html">CzmlVerticalOrigin</a></li><li><a href="defaultValue.html">defaultValue</a></li><li><a href="DepthFunction.html">DepthFunction</a></li><li><a href="destroyObject.html">destroyObject</a></li><li><a href="ExtentTessellator.html">ExtentTessellator</a></li><li><a href="FAR.html">FAR</a></li><li><a href="FeatureDetection.html">FeatureDetection</a></li><li><a href="freezeObject.html">freezeObject</a></li><li><a href="Fullscreen.html">Fullscreen</a></li><li><a href="getImagePixels.html">getImagePixels</a></li><li><a href="HermitePolynomialApproximation.html">HermitePolynomialApproximation</a></li><li><a href="HorizontalOrigin.html">HorizontalOrigin</a></li><li><a href="IndexDatatype.html">IndexDatatype</a></li><li><a href="Intersect.html">Intersect</a></li><li><a href="IntersectionTests.html">IntersectionTests</a></li><li><a href="Iso8601.html">Iso8601</a></li><li><a href="jsonp.html">jsonp</a></li><li><a href="KeyboardEventModifier.html">KeyboardEventModifier</a></li><li><a href="LabelStyle.html">LabelStyle</a></li><li><a href="LagrangePolynomialApproximation.html">LagrangePolynomialApproximation</a></li><li><a href="LinearApproximation.html">LinearApproximation</a></li><li><a href="loadArrayBuffer.html">loadArrayBuffer</a></li><li><a href="loadCubeMap.html">loadCubeMap</a></li><li><a href="loadImage.html">loadImage</a></li><li><a href="loadJson.html">loadJson</a></li><li><a href="loadText.html">loadText</a></li><li><a href="loadXML.html">loadXML</a></li><li><a href="MeshFilters.html">MeshFilters</a></li><li><a href="MipmapHint.html">MipmapHint</a></li><li><a href="PixelDatatype.html">PixelDatatype</a></li><li><a href="PixelFormat.html">PixelFormat</a></li><li><a href="PlaneTessellator.html">PlaneTessellator</a></li><li><a href="pointInsideTriangle2D.html">pointInsideTriangle2D</a></li><li><a href="PolygonPipeline.html">PolygonPipeline</a></li><li><a href="PolylinePipeline.html">PolylinePipeline</a></li><li><a href="PrimitiveType.html">PrimitiveType</a></li><li><a href="processCzml.html">processCzml</a></li><li><a href="Projections.html">Projections</a></li><li><a href="QuadraticRealPolynomial.html">QuadraticRealPolynomial</a></li><li><a href="QuarticRealPolynomial.html">QuarticRealPolynomial</a></li><li><a href="RenderbufferFormat.html">RenderbufferFormat</a></li><li><a href="requestAnimationFrame.html">requestAnimationFrame</a></li><li><a href="SceneMode.html">SceneMode</a></li><li><a href="ScreenSpaceEventType.html">ScreenSpaceEventType</a></li><li><a href="Shapes.html">Shapes</a></li><li><a href="StencilFunction.html">StencilFunction</a></li><li><a href="StencilOperation.html">StencilOperation</a></li><li><a href="TextureMagnificationFilter.html">TextureMagnificationFilter</a></li><li><a href="TextureMinificationFilter.html">TextureMinificationFilter</a></li><li><a href="TextureWrap.html">TextureWrap</a></li><li><a href="TimeConstants.html">TimeConstants</a></li><li><a href="TimeStandard.html">TimeStandard</a></li><li><a href="Tipsify.html">Tipsify</a></li><li><a href="Transforms.html">Transforms</a></li><li><a href="TridiagonalSystemSolver.html">TridiagonalSystemSolver</a></li><li><a href="UniformDatatype.html">UniformDatatype</a></li><li><a href="VertexLayout.html">VertexLayout</a></li><li><a href="VerticalOrigin.html">VerticalOrigin</a></li><li><a href="Visibility.html">Visibility</a></li><li><a href="WindingOrder.html">WindingOrder</a></li><li><a href="ComponentDatatype.html">ComponentDatatype</a></li></div><div id="glslItems"><li><a href="czm_cellular.html">czm_cellular</a></li><li><a href="czm_columbusView.html">czm_columbusView</a></li><li><a href="czm_columbusViewMorph.html">czm_columbusViewMorph</a></li><li><a href="czm_complement.html">czm_complement</a></li><li><a href="czm_cone.html">czm_cone</a></li><li><a href="czm_coneContainsPoint.html">czm_coneContainsPoint</a></li><li><a href="czm_degreesPerRadian.html">czm_degreesPerRadian</a></li><li><a href="czm_eastNorthUpToEyeCoordinates.html">czm_eastNorthUpToEyeCoordinates</a></li><li><a href="czm_ellipsoid.html">czm_ellipsoid</a></li><li><a href="czm_ellipsoidContainsPoint.html">czm_ellipsoidContainsPoint</a></li><li><a href="czm_ellipsoidNew.html">czm_ellipsoidNew</a></li><li><a href="czm_ellipsoidSilhouetteCone.html">czm_ellipsoidSilhouetteCone</a></li><li><a href="czm_ellipsoidSilhouetteConeNew.html">czm_ellipsoidSilhouetteConeNew</a></li><li><a href="czm_ellipsoidSilhouetteConeNormal.html">czm_ellipsoidSilhouetteConeNormal</a></li><li><a href="czm_ellipsoidSilhouetteHalfspace.html">czm_ellipsoidSilhouetteHalfspace</a></li><li><a href="czm_ellipsoidSilhouetteHalfspaceNew.html">czm_ellipsoidSilhouetteHalfspaceNew</a></li><li><a href="czm_ellipsoidWgs84TextureCoordinates.html">czm_ellipsoidWgs84TextureCoordinates</a></li><li><a href="czm_emptyRaySegment.html">czm_emptyRaySegment</a></li><li><a href="czm_encodedCameraPositionMCHigh.html">czm_encodedCameraPositionMCHigh</a></li><li><a href="czm_encodedCameraPositionMCLow.html">czm_encodedCameraPositionMCLow</a></li><li><a href="czm_entireFrustum.html">czm_entireFrustum</a></li><li><a href="czm_epsilon1.html">czm_epsilon1</a></li><li><a href="czm_epsilon2.html">czm_epsilon2</a></li><li><a href="czm_epsilon3.html">czm_epsilon3</a></li><li><a href="czm_epsilon4.html">czm_epsilon4</a></li><li><a href="czm_epsilon5.html">czm_epsilon5</a></li><li><a href="czm_epsilon6.html">czm_epsilon6</a></li><li><a href="czm_epsilon7.html">czm_epsilon7</a></li><li><a href="czm_equalsEpsilon.html">czm_equalsEpsilon</a></li><li><a href="czm_eyeOffset.html">czm_eyeOffset</a></li><li><a href="czm_eyeToWindowCoordinates.html">czm_eyeToWindowCoordinates</a></li><li><a href="czm_frameNumber.html">czm_frameNumber</a></li><li><a href="czm_fullRaySegment.html">czm_fullRaySegment</a></li><li><a href="czm_geodeticSurfaceNormal.html">czm_geodeticSurfaceNormal</a></li><li><a href="czm_getDefaultMaterial.html">czm_getDefaultMaterial</a></li><li><a href="czm_getWgs84EllipsoidEC.html">czm_getWgs84EllipsoidEC</a></li><li><a href="czm_halfspace.html">czm_halfspace</a></li><li><a href="czm_infiniteProjection.html">czm_infiniteProjection</a></li><li><a href="czm_infinity.html">czm_infinity</a></li><li><a href="czm_insertAt.html">czm_insertAt</a></li><li><a href="czm_intersection.html">czm_intersection</a></li><li><a href="czm_inverseModel.html">czm_inverseModel</a></li><li><a href="czm_inverseModelView.html">czm_inverseModelView</a></li><li><a href="czm_inverseNormal.html">czm_inverseNormal</a></li><li><a href="czm_inverseProjection.html">czm_inverseProjection</a></li><li><a href="czm_inverseView.html">czm_inverseView</a></li><li><a href="czm_inverseViewRotation.html">czm_inverseViewRotation</a></li><li><a href="czm_isEmpty.html">czm_isEmpty</a></li><li><a href="czm_isFull.html">czm_isFull</a></li><li><a href="czm_latitudeToWebMercatorFraction.html">czm_latitudeToWebMercatorFraction</a></li><li><a href="czm_luminance.html">czm_luminance</a></li><li><a href="czm_material.html">czm_material</a></li><li><a href="czm_materialInput.html">czm_materialInput</a></li><li><a href="czm_model.html">czm_model</a></li><li><a href="czm_modelToWindowCoordinates.html">czm_modelToWindowCoordinates</a></li><li><a href="czm_modelView.html">czm_modelView</a></li><li><a href="czm_modelViewInfiniteProjection.html">czm_modelViewInfiniteProjection</a></li><li><a href="czm_modelViewProjection.html">czm_modelViewProjection</a></li><li><a href="czm_modelViewProjectionRelativeToEye.html">czm_modelViewProjectionRelativeToEye</a></li><li><a href="czm_modelViewRelativeToEye.html">czm_modelViewRelativeToEye</a></li><li><a href="czm_moonDirectionEC.html">czm_moonDirectionEC</a></li><li><a href="czm_morphing.html">czm_morphing</a></li><li><a href="czm_multiplyWithColorBalance.html">czm_multiplyWithColorBalance</a></li><li><a href="czm_normal.html">czm_normal</a></li><li><a href="czm_oneOverPi.html">czm_oneOverPi</a></li><li><a href="czm_oneOverTwoPi.html">czm_oneOverTwoPi</a></li><li><a href="czm_phong.html">czm_phong</a></li><li><a href="czm_pi.html">czm_pi</a></li><li><a href="czm_piOverFour.html">czm_piOverFour</a></li><li><a href="czm_piOverSix.html">czm_piOverSix</a></li><li><a href="czm_piOverThree.html">czm_piOverThree</a></li><li><a href="czm_piOverTwo.html">czm_piOverTwo</a></li><li><a href="czm_pointAlongRay.html">czm_pointAlongRay</a></li><li><a href="czm_projection.html">czm_projection</a></li><li><a href="czm_quadraticRealPolynomialRealRoots.html">czm_quadraticRealPolynomialRealRoots</a></li><li><a href="czm_quadraticRoots.html">czm_quadraticRoots</a></li><li><a href="czm_radiansPerDegree.html">czm_radiansPerDegree</a></li><li><a href="czm_ray.html">czm_ray</a></li><li><a href="czm_rayConeIntersectionInterval.html">czm_rayConeIntersectionInterval</a></li><li><a href="czm_rayConeIntersectNormal.html">czm_rayConeIntersectNormal</a></li><li><a href="czm_rayEllipsoidIntersectionInterval.html">czm_rayEllipsoidIntersectionInterval</a></li><li><a href="czm_rayEllipsoidSilhouetteConeIntersectionInterval.html">czm_rayEllipsoidSilhouetteConeIntersectionInterval</a></li><li><a href="czm_rayEllipsoidSilhouetteHalfspaceIntersectionInterval.html">czm_rayEllipsoidSilhouetteHalfspaceIntersectionInterval</a></li><li><a href="czm_rayHalfspaceIntersectionInterval.html">czm_rayHalfspaceIntersectionInterval</a></li><li><a href="czm_raySegment.html">czm_raySegment</a></li><li><a href="czm_raySegmentCollection.html">czm_raySegmentCollection</a></li><li><a href="czm_raySegmentCollectionCapacity.html">czm_raySegmentCollectionCapacity</a></li><li><a href="czm_raySegmentCollectionNew.html">czm_raySegmentCollectionNew</a></li><li><a href="czm_raySphereIntersectionInterval.html">czm_raySphereIntersectionInterval</a></li><li><a href="czm_removeAt.html">czm_removeAt</a></li><li><a href="czm_scene2D.html">czm_scene2D</a></li><li><a href="czm_scene3D.html">czm_scene3D</a></li><li><a href="czm_snoise.html">czm_snoise</a></li><li><a href="czm_sphere.html">czm_sphere</a></li><li><a href="czm_sphereNormal.html">czm_sphereNormal</a></li><li><a href="global.html#czm_subtraction">czm_subtraction</a></li><li><a href="czm_sunDirectionEC.html">czm_sunDirectionEC</a></li><li><a href="czm_sunDirectionWC.html">czm_sunDirectionWC</a></li><li><a href="czm_temeToPseudoFixed.html">czm_temeToPseudoFixed</a></li><li><a href="czm_threePiOver2.html">czm_threePiOver2</a></li><li><a href="czm_translateRelativeToEye.html">czm_translateRelativeToEye</a></li><li><a href="czm_transpose.html">czm_transpose</a></li><li><a href="czm_twoPi.html">czm_twoPi</a></li><li><a href="czm_view.html">czm_view</a></li><li><a href="czm_viewerPositionWC.html">czm_viewerPositionWC</a></li><li><a href="czm_viewport.html">czm_viewport</a></li><li><a href="czm_viewportOrthographic.html">czm_viewportOrthographic</a></li><li><a href="czm_viewportTransformation.html">czm_viewportTransformation</a></li><li><a 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</div>
</div>
<div class="nav navStatic"></div>
<div id="main">
<h1 class="page-title">BillboardCollection</h1>
<section>
<header>
<h2>
BillboardCollection
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name" id="BillboardCollection"><span class="type-signature"></span>new BillboardCollection</h4>
</dt>
<dd>
<p class="description">
A renderable collection of billboards. Billboards are viewport-aligned
images positioned in the 3D scene.
<br /><br />
<div align='center'>
<img src='images/Billboard.png' width='400' height='300' /><br />
Example billboards
</div>
<br /><br />
Billboards are added and removed from the collection using <a href="BillboardCollection.html#add">BillboardCollection#add</a>
and <a href="BillboardCollection.html#remove">BillboardCollection#remove</a>. All billboards in a collection reference images
from the same texture atlas, which is assigned using <a href="BillboardCollection.html#setTextureAtlas">BillboardCollection#setTextureAtlas</a>.
</p>
<h5>Performance:</h5>
<p class="description">For best performance, prefer a few collections, each with many billboards, to
many collections with only a few billboards each. Organize collections so that billboards
with the same update frequency are in the same collection, i.e., billboards that do not
change should be in one collection; billboards that change every frame should be in another
collection; and so on.</p>
<h5>Example</h5>
<pre class="code brush: js">// Create a billboard collection with two billboards
var billboards = new BillboardCollection();
var atlas = context.createTextureAtlas({images : images});
billboards.setTextureAtlas(atlas);
billboards.add({
position : { x : 1.0, y : 2.0, z : 3.0 },
imageIndex : 0
});
billboards.add({
position : { x : 4.0, y : 5.0, z : 6.0 },
imageIndex : 1
});</pre>
<dl class="details">
<!--
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/BillboardCollection.js, line 126</li></ul></dd>
-->
<h5>See:</h5>
<ul class="see-list">
<li><a href="BillboardCollection.html#add">BillboardCollection#add</a></li>
<li><a href="BillboardCollection.html#remove">BillboardCollection#remove</a></li>
<li><a href="BillboardCollection.html#setTextureAtlas">BillboardCollection#setTextureAtlas</a></li>
<li><a href="Billboard.html">Billboard</a></li>
<li><a href="TextureAtlas.html">TextureAtlas</a></li>
<li><a href="LabelCollection.html">LabelCollection</a></li>
</ul>
</dl>
<div class="hr"></div>
</dd>
</div>
<h3 class="subsection-title">Members</h3>
<dl>
<dt>
<h4 class="name" id="clampToPixel"><span class="type-signature"></span>clampToPixel<span class="type-signature"> :Boolean</span></h4>
</dt>
<dd>
<div class="description">
If true, aligns all billboards to a pixel in screen space,
providing a crisper image at the cost of jumpier motion.
Defaults to false.
</div>
<dl class="details">
<!--
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/BillboardCollection.js, line 189</li></ul></dd>
-->
</dl>
<div class="hr"></div>
</dd>
<dt>
<h4 class="name" id="modelMatrix"><span class="type-signature"></span>modelMatrix<span class="type-signature"> :<a href="Matrix4.html">Matrix4</a></span></h4>
</dt>
<dd>
<div class="description">
The 4x4 transformation matrix that transforms each billboard in this collection from model to world coordinates.
When this is the identity matrix, the billboards are drawn in world coordinates, i.e., Earth's WGS84 coordinates.
Local reference frames can be used by providing a different transformation matrix, like that returned
by <a href="Transforms.html#eastNorthUpToFixedFrame">Transforms.eastNorthUpToFixedFrame</a>. This matrix is available to GLSL vertex and fragment
shaders via <a href="czm_model.html">czm_model</a> and derived uniforms.
</div>
<h5>Example</h5>
<pre class="code brush: js">var center = ellipsoid.cartographicToCartesian(Cartographic.fromDegrees(-75.59777, 40.03883));
billboards.modelMatrix = Transforms.eastNorthUpToFixedFrame(center);
billboards.add({ imageIndex: 0, position : new Cartesian3(0.0, 0.0, 0.0) }); // center
billboards.add({ imageIndex: 0, position : new Cartesian3(1000000.0, 0.0, 0.0) }); // east
billboards.add({ imageIndex: 0, position : new Cartesian3(0.0, 1000000.0, 0.0) }); // north
billboards.add({ imageIndex: 0, position : new Cartesian3(0.0, 0.0, 1000000.0) }); // up
]);</pre>
<dl class="details">
<!--
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/BillboardCollection.js, line 176</li></ul></dd>
-->
<h5>See:</h5>
<ul class="see-list">
<li><a href="Transforms.html#eastNorthUpToFixedFrame">Transforms.eastNorthUpToFixedFrame</a></li>
<li><a href="czm_model.html">czm_model</a></li>
</ul>
</dl>
<div class="hr"></div>
</dd>
<dt>
<h4 class="name" id="morphTime"><span class="type-signature"></span>morphTime<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
The current morph transition time between 2D/Columbus View and 3D,
with 0.0 being 2D or Columbus View and 1.0 being 3D.
</div>
<dl class="details">
<!--
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/BillboardCollection.js, line 197</li></ul></dd>
-->
</dl>
<div class="hr"></div>
</dd>
</dl>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name" id="add"><span class="type-signature"></span>add</h4>
</dt>
<dd>
<p class="description">
Creates and adds a billboard with the specified initial properties to the collection.
The added billboard is returned so it can be modified or removed from the collection later.
</p>
<h5>Performance:</h5>
<p class="description">Calling <code>add</code> is expected constant time. However, when
BillboardCollection#update is called, the collection's vertex buffer
is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead. For
best performance, add as many billboards as possible before calling <code>update</code>.</p>
<h5>Parameters:</h5>
<table class="params">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>billboard</code></td>
<td class="type">
Object
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
undefined
</td>
<td class="description last">A template describing the billboard's properties as shown in Example 1.</td>
</tr>
</tbody>
</table>
<h5>Throws:</h5>
<div class="param-desc">
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
: This object was destroyed, i.e., destroy() was called.
</div>
<h5>Returns:</h5>
<div class="param-desc">
<span class="param-type"><a href="Billboard.html">Billboard</a></span>
The billboard that was added to the collection.
</div>
<h5>Example</h5>
<pre class="code brush: js">// Example 1: Add a billboard, specifying all the default values.
var b = billboards.add({
show : true,
position : new Cartesian3(0.0, 0.0, 0.0),
pixelOffset : new Cartesian2(0.0, 0.0),
eyeOffset : new Cartesian3(0.0, 0.0, 0.0),
horizontalOrigin : HorizontalOrigin.CENTER,
verticalOrigin : VerticalOrigin.CENTER,
scale : 1.0,
imageIndex : 0,
color : new Color(1.0, 1.0, 1.0, 1.0)
});
// Example 2: Specify only the billboard's cartographic position.
var b = billboards.add({
position : ellipsoid.cartographicToCartesian(new Cartographic(longitude, latitude, height))
});</pre>
<dl class="details">
<!--
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/BillboardCollection.js, line 269</li></ul></dd>
-->
<h5>See:</h5>
<ul class="see-list">
<li><a href="BillboardCollection.html#remove">BillboardCollection#remove</a></li>
<li><a href="BillboardCollection.html#removeAll">BillboardCollection#removeAll</a></li>
<li>BillboardCollection#update</li>
</ul>
</dl>
<div class="hr"></div>
</dd>
<dt>
<h4 class="name" id="contains"><span class="type-signature"></span>contains</h4>
</dt>
<dd>
<p class="description">
Check whether this collection contains a given billboard.
</p>
<h5>Parameters:</h5>
<table class="params">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>billboard</code></td>
<td class="type">
<a href="Billboard.html">Billboard</a>
</td>
<td class="description last">The billboard to check for.</td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="param-desc">
<span class="param-type">Boolean</span>
true if this collection contains the billboard, false otherwise.
</div>
<dl class="details">
<!--
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/BillboardCollection.js, line 384</li></ul></dd>
-->
<h5>See:</h5>
<ul class="see-list">
<li><a href="BillboardCollection.html#get">BillboardCollection#get</a></li>
</ul>
</dl>
<div class="hr"></div>
</dd>
<dt>
<h4 class="name" id="destroy"><span class="type-signature"></span>destroy</h4>
</dt>
<dd>
<p class="description">
Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
release of WebGL resources, instead of relying on the garbage collector to destroy this object.
<br /><br />
Once an object is destroyed, it should not be used; calling any function other than
<code>isDestroyed</code> will result in a <a href="DeveloperError.html">DeveloperError</a> exception. Therefore,
assign the return value (<code>undefined</code>) to the object as done in the example.
</p>
<h5>Throws:</h5>
<div class="param-desc">
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
: This object was destroyed, i.e., destroy() was called.
</div>
<h5>Returns:</h5>
<h5>Example</h5>
<pre class="code brush: js">billboards = billboards && billboards.destroy();</pre>
<dl class="details">
<!--
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/BillboardCollection.js, line 1188</li></ul></dd>
-->
<h5>See:</h5>
<ul class="see-list">
<li><a href="BillboardCollection.html#isDestroyed">BillboardCollection#isDestroyed</a></li>
</ul>
</dl>
<div class="hr"></div>
</dd>
<dt>
<h4 class="name" id="get"><span class="type-signature"></span>get</h4>
</dt>
<dd>
<p class="description">
Returns the billboard in the collection at the specified index. Indices are zero-based
and increase as billboards are added. Removing a billboard shifts all billboards after
it to the left, changing their indices. This function is commonly used with
<a href="BillboardCollection.html#getLength">BillboardCollection#getLength</a> to iterate over all the billboards
in the collection.
</p>
<h5>Performance:</h5>
<p class="description">Expected constant time. If billboards were removed from the collection and
BillboardCollection#update was not called, an implicit <code>O(n)</code>
operation is performed.</p>
<h5>Parameters:</h5>
<table class="params">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>index</code></td>
<td class="type">
Number
</td>
<td class="description last">The zero-based index of the billboard.</td>
</tr>
</tbody>
</table>
<h5>Throws:</h5>
<ul>
<li>
<div class="param-desc">
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
: index is required.
</div>
</li>
<li>
<div class="param-desc">
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
: This object was destroyed, i.e., destroy() was called.
</div>
</li>
</ul>
<h5>Returns:</h5>
<div class="param-desc">
<span class="param-type"><a href="Billboard.html">Billboard</a></span>
The billboard at the specified index.
</div>
<h5>Example</h5>
<pre class="code brush: js">// Toggle the show property of every billboard in the collection
var len = billboards.getLength();
for (var i = 0; i < len; ++i) {
var b = billboards.get(i);
b.setShow(!b.getShow());
}</pre>
<dl class="details">
<!--
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/BillboardCollection.js, line 418</li></ul></dd>
-->
<h5>See:</h5>
<ul class="see-list">
<li><a href="BillboardCollection.html#getLength">BillboardCollection#getLength</a></li>
</ul>
</dl>
<div class="hr"></div>
</dd>
<dt>
<h4 class="name" id="getDestroyTextureAtlas"><span class="type-signature"></span>getDestroyTextureAtlas</h4>
</dt>
<dd>
<p class="description">
Returns <code>true</code> if the texture atlas is destroyed when the collection is
destroyed; otherwise, <code>false</code>.
</p>
<h5>Throws:</h5>
<div class="param-desc">
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
: This object was destroyed, i.e., destroy() was called.
</div>
<h5>Returns:</h5>
<div class="param-desc">
<code>true</code> if the texture atlas is destroyed when the collection is
destroyed; otherwise, <code>false</code>.
</div>
<dl class="details">
<!--
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/BillboardCollection.js, line 519</li></ul></dd>
-->
<h5>See:</h5>
<ul class="see-list">
<li><a href="BillboardCollection.html#setDestroyTextureAtlas">BillboardCollection#setDestroyTextureAtlas</a></li>
</ul>
</dl>
<div class="hr"></div>
</dd>
<dt>
<h4 class="name" id="getLength"><span class="type-signature"></span>getLength</h4>
</dt>
<dd>
<p class="description">
Returns the number of billboards in this collection. This is commonly used with
<a href="BillboardCollection.html#get">BillboardCollection#get</a> to iterate over all the billboards
in the collection.
</p>
<h5>Performance:</h5>
<p class="description">Expected constant time. If billboards were removed from the collection and
BillboardCollection#update was not called, an implicit <code>O(n)</code>
operation is performed.</p>
<h5>Throws:</h5>
<div class="param-desc">
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
: This object was destroyed, i.e., destroy() was called.
</div>
<h5>Returns:</h5>
<div class="param-desc">
<span class="param-type">Number</span>
The number of billboards in this collection.
</div>
<h5>Example</h5>
<pre class="code brush: js">// Toggle the show property of every billboard in the collection
var len = billboards.getLength();
for (var i = 0; i < len; ++i) {
var b = billboards.get(i);
b.setShow(!b.getShow());
}</pre>
<dl class="details">
<!--
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/BillboardCollection.js, line 452</li></ul></dd>
-->
<h5>See:</h5>
<ul class="see-list">
<li><a href="BillboardCollection.html#get">BillboardCollection#get</a></li>
</ul>
</dl>
<div class="hr"></div>
</dd>
<dt>
<h4 class="name" id="getTextureAtlas"><span class="type-signature"></span>getTextureAtlas</h4>
</dt>
<dd>
<p class="description">
DOC_TBA
</p>
<h5>Throws:</h5>
<div class="param-desc">
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
: This object was destroyed, i.e., destroy() was called.
</div>
<dl class="details">
<!--
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/BillboardCollection.js, line 467</li></ul></dd>
-->
<h5>See:</h5>
<ul class="see-list">
<li><a href="BillboardCollection.html#setTextureAtlas">BillboardCollection#setTextureAtlas</a></li>
<li><a href="Billboard.html#setImageIndex">Billboard#setImageIndex</a></li>
</ul>
</dl>
<div class="hr"></div>
</dd>
<dt>
<h4 class="name" id="isDestroyed"><span class="type-signature"></span>isDestroyed</h4>
</dt>
<dd>
<p class="description">
Returns true if this object was destroyed; otherwise, false.
<br /><br />
If this object was destroyed, it should not be used; calling any function other than
<code>isDestroyed</code> will result in a <a href="DeveloperError.html">DeveloperError</a> exception.
</p>
<h5>Returns:</h5>
<div class="param-desc">
<span class="param-type">Boolean</span>
<code>true</code> if this object was destroyed; otherwise, <code>false</code>.
</div>
<dl class="details">
<!--
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/BillboardCollection.js, line 1165</li></ul></dd>
-->
<h5>See:</h5>
<ul class="see-list">
<li><a href="BillboardCollection.html#destroy">BillboardCollection#destroy</a></li>
</ul>
</dl>
<div class="hr"></div>
</dd>
<dt>
<h4 class="name" id="remove"><span class="type-signature"></span>remove</h4>
</dt>
<dd>
<p class="description">
Removes a billboard from the collection.
</p>
<h5>Performance:</h5>
<p class="description">Calling <code>remove</code> is expected constant time. However, when
BillboardCollection#update is called, the collection's vertex buffer
is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead. For
best performance, remove as many billboards as possible before calling <code>update</code>.
If you intend to temporarily hide a billboard, it is usually more efficient to call
<a href="Billboard.html#setShow">Billboard#setShow</a> instead of removing and re-adding the billboard.</p>
<h5>Parameters:</h5>
<table class="params">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>billboard</code></td>
<td class="type">
<a href="Billboard.html">Billboard</a>
</td>
<td class="description last">The billboard to remove.</td>
</tr>
</tbody>
</table>
<h5>Throws:</h5>
<div class="param-desc">
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
: This object was destroyed, i.e., destroy() was called.
</div>
<h5>Returns:</h5>
<div class="param-desc">
<span class="param-type">Boolean</span>
<code>true</code> if the billboard was removed; <code>false</code> if the billboard was not found in the collection.
</div>
<h5>Example</h5>
<pre class="code brush: js">var b = billboards.add(...);
billboards.remove(b); // Returns true</pre>
<dl class="details">
<!--
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/BillboardCollection.js, line 306</li></ul></dd>
-->
<h5>See:</h5>
<ul class="see-list">
<li><a href="BillboardCollection.html#add">BillboardCollection#add</a></li>
<li><a href="BillboardCollection.html#removeAll">BillboardCollection#removeAll</a></li>
<li>BillboardCollection#update</li>
<li><a href="Billboard.html#setShow">Billboard#setShow</a></li>
</ul>
</dl>
<div class="hr"></div>
</dd>
<dt>
<h4 class="name" id="removeAll"><span class="type-signature"></span>removeAll</h4>
</dt>
<dd>
<p class="description">
Removes all billboards from the collection.
</p>
<h5>Performance:</h5>
<p class="description"><code>O(n)</code>. It is more efficient to remove all the billboards
from a collection and then add new ones than to create a new collection entirely.</p>
<h5>Throws:</h5>
<div class="param-desc">
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
: This object was destroyed, i.e., destroy() was called.
</div>
<h5>Example</h5>
<pre class="code brush: js">billboards.add(...);
billboards.add(...);
billboards.removeAll();</pre>
<dl class="details">
<!--
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/BillboardCollection.js, line 337</li></ul></dd>
-->
<h5>See:</h5>
<ul class="see-list">
<li><a href="BillboardCollection.html#add">BillboardCollection#add</a></li>
<li><a href="BillboardCollection.html#remove">BillboardCollection#remove</a></li>
<li>BillboardCollection#update</li>
</ul>
</dl>
<div class="hr"></div>
</dd>
<dt>
<h4 class="name" id="setDestroyTextureAtlas"><span class="type-signature"></span>setDestroyTextureAtlas</h4>
</dt>
<dd>
<p class="description">
Determines if the texture atlas is destroyed when the collection is destroyed. If the texture
atlas is used by more than one collection, set this to <code>false</code>, and explicitly
destroy the atlas to avoid attempting to destroy it multiple times.
</p>
<h5>Parameters:</h5>
<table class="params">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>value</code></td>
<td class="type">
Boolean
</td>
<td class="description last">Indicates if the texture atlas is destroyed when the collection is destroyed.</td>
</tr>
</tbody>
</table>
<h5>Throws:</h5>
<div class="param-desc">
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
: This object was destroyed, i.e., destroy() was called.
</div>
<h5>Example</h5>
<pre class="code brush: js">// Destroy a billboard collection but not its texture atlas.
var atlas = context.createTextureAtlas({images : images});
billboards.setTextureAtlas(atlas);
billboards.setDestroyTextureAtlas(false);
billboards = billboards.destroy();
console.log(atlas.isDestroyed()); // False</pre>
<dl class="details">
<!--
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/BillboardCollection.js, line 547</li></ul></dd>
-->
<h5>See:</h5>
<ul class="see-list">
<li><a href="BillboardCollection.html#getDestroyTextureAtlas">BillboardCollection#getDestroyTextureAtlas</a></li>
<li><a href="BillboardCollection.html#setTextureAtlas">BillboardCollection#setTextureAtlas</a></li>
<li><a href="BillboardCollection.html#destroy">BillboardCollection#destroy</a></li>
</ul>
</dl>
<div class="hr"></div>
</dd>
<dt>
<h4 class="name" id="setTextureAtlas"><span class="type-signature"></span>setTextureAtlas</h4>
</dt>
<dd>
<p class="description">
DOC_TBA
</p>
<h5>Throws:</h5>
<div class="param-desc">
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
: This object was destroyed, i.e., destroy() was called.
</div>
<h5>Example</h5>
<pre class="code brush: js">// Assigns a texture atlas with two images to a billboard collection.
// Two billboards, each referring to one of the images, are then
// added to the collection.
var billboards = new BillboardCollection();
var images = [image0, image1];
var atlas = context.createTextureAtlas({images : images});
billboards.setTextureAtlas(atlas);
billboards.add({
// ...
imageIndex : 0
});
billboards.add({
// ...
imageIndex : 1
});</pre>
<dl class="details">
<!--
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/BillboardCollection.js, line 498</li></ul></dd>
-->
<h5>See:</h5>
<ul class="see-list">
<li><a href="BillboardCollection.html#getTextureAtlas">BillboardCollection#getTextureAtlas</a></li>
<li><a href="Billboard.html#setImageIndex">Billboard#setImageIndex</a></li>
</ul>
</dl>
<div class="hr"></div>
</dd>
</dl>
</article>
</section>
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Documentation generated by <a href="https://github.com/micmath/jsdoc">JSDoc 3</a> on Fri Jan 18 2013 11:20:32 GMT-0500 (EST)
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