Class TPackagedShaderNode
Unit
Declaration
type TPackagedShaderNode = class(TAbstractShaderNode)
Description
Single file that may contain a number of shaders and combined effects. Not implemented.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractAppearanceChildNode
- TAbstractShaderNode
- TPackagedShaderNode
Overview
Methods
|  | constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override; | 
|  | procedure CreateNode; override; | 
|  | class function ClassX3DType: String; override; | 
|  | procedure SetUrl(const Value: array of string); overload; | 
|  | procedure SetUrl(const Value: TCastleStringList); overload; | 
Properties
|  | property FdUrl: TMFString read FFdUrl; | 
Description
Methods
|  | constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override; | 
| This item has no description. Showing description inherited from TX3DNode.Create. Constructor. Initializes various properties: 
 | |
|  | procedure CreateNode; override; | 
| Create node fields and events. | |
|  | class function ClassX3DType: String; override; | 
| This item has no description. Showing description inherited from TX3DNode.ClassX3DType. Node type name in VRML/X3D, for this class. Normal VRML/X3D node classes should override this to return something non-empty, and then X3DType automatically will return the same value. Empty for classes that don't have a hardcoded VRML/X3D node name, like a special TX3DUnknownNode. Such special classes should override then X3DType to return actual non-empty name there. You usually should call X3DType. The only use of this method is that it works on classes (it's "class function"), without needing at actual instance. | |
|  | procedure SetUrl(const Value: array of string); overload; | 
| This item has no description. | |
|  | procedure SetUrl(const Value: TCastleStringList); overload; | 
| This item has no description. | |
Properties
|  | property FdUrl: TMFString read FFdUrl; | 
| 
Internal wrapper for property  | |
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