API Docs for:

File: /home/lindsay/xeolabs/xeogl-next/xeogl/src/materials/material.js

 A **Material** defines the surface appearance of attached {{#crossLink "Mesh"}}Meshes{{/crossLink}}.

 Material is the base class for:

 * {{#crossLink "MetallicMaterial"}}{{/crossLink}} - physically-based material for metallic surfaces. Use this one for things made of metal.
 * {{#crossLink "SpecularMaterial"}}{{/crossLink}} - physically-based material for non-metallic (dielectric)
 surfaces. Use this one for insulators, such as ceramics, plastics, wood etc.
 * {{#crossLink "PhongMaterial"}}{{/crossLink}} - material for classic Blinn-Phong shading. This is less demanding of graphics hardware than the physically-based materials.
 * {{#crossLink "LambertMaterial"}}{{/crossLink}} - material for fast, flat-shaded CAD rendering without textures. Use
 this for navigating huge CAD or BIM models interactively. This material gives the best rendering performance and uses the least memory.
 * {{#crossLink "EmphasisMaterial"}}{{/crossLink}} - defines the appearance of Meshes when "ghosted" or "highlighted".
 * {{#crossLink "EdgeMaterial"}}{{/crossLink}} - defines the appearance of Meshes when edges are emphasized.
 * {{#crossLink "OutlineMaterial"}}{{/crossLink}} - defines the appearance of outlines drawn around Meshes.

 A {{#crossLink "Scene"}}Scene{{/crossLink}} is allowed to contain a mixture of these material types.

 @class Material
 @module xeogl
 @submodule materials
 @extends Component
import {Component} from '../component.js';
import {stats} from './../stats.js';
import {componentClasses} from "./../componentClasses.js";

const type = "xeogl.Material";

class Material extends Component{

     JavaScript class name for this Component.

     For example: "xeogl.AmbientLight", "xeogl.MetallicMaterial" etc.

     @property type
     @type String
    get type() {
        return type;

    init(cfg) {

    destroy() {

componentClasses[type] = Material;