Class TAbstractOneSidedMaterialNode
Unit
Declaration
type TAbstractOneSidedMaterialNode = class(TAbstractMaterialNode)
Description
This item has no description. Showing description inherited from TAbstractMaterialNode.
Base node type for all Material nodes.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractAppearanceChildNode
- TAbstractMaterialNode
- TAbstractOneSidedMaterialNode
Overview
Methods
|  | procedure CreateNode; override; | 
|  | class function ClassX3DType: String; override; | 
Properties
|  | property FdEmissiveColor: TSFColor read FFdEmissiveColor; | 
|  | property EmissiveColor: TCastleColorRGB read GetEmissiveColor write SetEmissiveColor; | 
|  | property FdEmissiveTexture: TSFNode read FFdEmissiveTexture; | 
|  | property EmissiveTexture: TAbstractSingleTextureNode read GetEmissiveTexture write SetEmissiveTexture; | 
|  | property FdEmissiveTextureMapping: TSFString read FFdEmissiveTextureMapping; | 
|  | property EmissiveTextureMapping: String read GetEmissiveTextureMapping write SetEmissiveTextureMapping; | 
|  | property FdNormalTexture: TSFNode read FFdNormalTexture; | 
|  | property NormalTexture: TAbstractTexture2DNode read GetNormalTexture write SetNormalTexture; | 
|  | property FdNormalTextureMapping: TSFString read FFdNormalTextureMapping; | 
|  | property NormalTextureMapping: String read GetNormalTextureMapping write SetNormalTextureMapping; | 
|  | property FdNormalScale: TSFFloat read FFdNormalScale; | 
|  | property NormalScale: Single read GetNormalScale write SetNormalScale; | 
Description
Methods
|  | 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. | |
Properties
|  | property FdEmissiveColor: TSFColor read FFdEmissiveColor; | 
| 
Internal wrapper for property  | |
|  | property EmissiveColor: TCastleColorRGB read GetEmissiveColor write SetEmissiveColor; | 
| Emissive color, multiplied by the EmissiveTexture, makes the shape brighter regardless of the surrounding lights. Usually used to make things glow. | |
|  | property FdEmissiveTexture: TSFNode read FFdEmissiveTexture; | 
| 
Internal wrapper for property  | |
|  | property EmissiveTexture: TAbstractSingleTextureNode read GetEmissiveTexture write SetEmissiveTexture; | 
| Emissive texture is multiplied by the EmissiveColor. It allows the perceived emissive factor depend on a texture, and thus vary across the surface. | |
|  | property FdEmissiveTextureMapping: TSFString read FFdEmissiveTextureMapping; | 
| 
Internal wrapper for property  | |
|  | property EmissiveTextureMapping: String read GetEmissiveTextureMapping write SetEmissiveTextureMapping; | 
| Determines texture coordinates used by EmissiveTexture. | |
|  | property FdNormalTexture: TSFNode read FFdNormalTexture; | 
| 
Internal wrapper for property  | |
|  | property NormalTexture: TAbstractTexture2DNode read GetNormalTexture write SetNormalTexture; | 
| Normalmap texture to perform bump mapping. See https://castle-engine.io/bump_mapping . | |
|  | property FdNormalTextureMapping: TSFString read FFdNormalTextureMapping; | 
| 
Internal wrapper for property  | |
|  | property NormalTextureMapping: String read GetNormalTextureMapping write SetNormalTextureMapping; | 
| Determines texture coordinates used by NormalTexture. | |
|  | property FdNormalScale: TSFFloat read FFdNormalScale; | 
| 
Internal wrapper for property  | |
|  | property NormalScale: Single read GetNormalScale write SetNormalScale; | 
| Emphasize (when > 1) or deemphasize (< 1) the effect of NormalTexture on the model. | |
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