Class TAppearanceNode
Unit
Declaration
type TAppearanceNode = class(TAbstractAppearanceNode)
Description
Visual properties of geometry.
Note that the geometry is unlit (pure white, regardless of lighting) if no Material is assigned. To make the geometry lit, you can just set there a default material created by TMaterialNode.Create
.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractAppearanceNode
- TAppearanceNode
Overview
Methods
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function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override; |
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procedure ParseAfter(Reader: TX3DReaderNames); override; |
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procedure SetMaterialBefore(const Value: TAbstractMaterialNode); |
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function CommonSurfaceShader: TCommonSurfaceShaderNode; deprecated 'use TMaterialNode instead of TCommonSurfaceShaderNode (it has the same functionality and is standardized in X3D v4)'; |
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function MainTexture: TAbstractTextureNode; overload; |
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function MainTexture(const GeometryForTexCoord: TAbstractGeometryNode; out TexCoordIndex: Integer): TAbstractTextureNode; overload; |
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function InternalMaterialProperty: TMaterialProperty; |
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function MaterialProperty: TMaterialProperty; deprecated 'use InternalMaterialProperty, or (better) do not use it at all -- this is internal'; |
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procedure CreateNode; override; |
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class function ClassX3DType: string; override; |
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procedure SetShaders(const Value: array of TAbstractShaderNode); |
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procedure SetReceiveShadows(const Value: array of TAbstractPunctualLightNode); |
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procedure SetEffects(const Value: array of TEffectNode); |
Properties
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property FdFillProperties: TSFNode read FFdFillProperties; |
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property FillProperties: TFillPropertiesNode read GetFillProperties write SetFillProperties; |
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property FdLineProperties: TSFNode read FFdLineProperties; |
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property LineProperties: TLinePropertiesNode read GetLineProperties write SetLineProperties; |
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property FdMaterial: TSFNode read FFdMaterial; |
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property Material: TAbstractMaterialNode read GetMaterial write SetMaterial; |
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property FdShaders: TMFNode read FFdShaders; |
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property FdTexture: TSFNode read FFdTexture; |
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property Texture: TAbstractTextureNode read GetTexture write SetTexture; |
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property FdTextureTransform: TSFNode read FFdTextureTransform; |
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property TextureTransform: TAbstractTextureTransformNode read GetTextureTransform write SetTextureTransform; |
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property FdBackMaterial: TSFNode read FFdBackMaterial; |
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property BackMaterial: TAbstractOneSidedMaterialNode read GetBackMaterial write SetBackMaterial; |
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property FdAlphaMode: TSFStringEnum read FFdAlphaMode; |
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property AlphaMode: TAlphaMode read GetAlphaMode write SetAlphaMode; |
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property FdAlphaCutoff: TSFFloat read FFdAlphaCutoff; |
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property AlphaCutoff: Single read GetAlphaCutoff write SetAlphaCutoff; |
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property FdReceiveShadows: TMFNode read FFdReceiveShadows; |
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property FdShadowCaster: TSFBool read FFdShadowCaster; |
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property ShadowCaster: Boolean read GetShadowCaster write SetShadowCaster; |
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property FdNormalMap: TSFNode read FFdNormalMap; |
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property NormalMap: TAbstractTexture2DNode read GetNormalMap write SetNormalMap; |
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property FdHeightMap: TSFNode read FFdHeightMap; |
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property HeightMap: TAbstractTexture2DNode read GetHeightMap write SetHeightMap; |
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property FdHeightMapScale: TSFFloat read FFdHeightMapScale; |
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property HeightMapScale: Single read GetHeightMapScale write SetHeightMapScale; |
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property FdBlendMode: TSFNode read FFdBlendMode; |
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property BlendMode: TBlendModeNode read GetBlendMode write SetBlendMode; |
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property FdEffects: TMFNode read FFdEffects; |
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property FdAlphaChannel: TSFStringEnum read FFdAlphaChannel; |
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property AlphaChannel: TAutoAlphaChannel read GetAlphaChannel write SetAlphaChannel; |
Description
Methods
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function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override; |
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procedure ParseAfter(Reader: TX3DReaderNames); override; |
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procedure SetMaterialBefore(const Value: TAbstractMaterialNode); |
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function CommonSurfaceShader: TCommonSurfaceShaderNode; deprecated 'use TMaterialNode instead of TCommonSurfaceShaderNode (it has the same functionality and is standardized in X3D v4)'; |
Warning: this symbol is deprecated: use TMaterialNode instead of TCommonSurfaceShaderNode (it has the same functionality and is standardized in X3D v4)
Find a suitable |
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function MainTexture: TAbstractTextureNode; overload; |
Texture that determines the primary RGB color of the material, and transparency of the material. This is the texture used when rendering using Gouraud shading (following the new X3D 4 specification advise). For Phong shading, this is the texture: - diffuseTexture for Material - emissiveTexture for UnlitMaterial - baseTexture for PhysicalMaterial This is also the texture that determines the opacity of the material. This is also the texture which is affected by FdTexture field (if appropriate material slot is empty). The overloaded version with TexCoordIndex parameter also specifies which texture coordinates / transformations should be used for this texture. It returns -1 when we should use standard MultiTexture specification for this, which also covers the case when MainTexture is a MultiTexture node, and should use appropriate texture coordinates for MultiTexture children. Returns |
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function MainTexture(const GeometryForTexCoord: TAbstractGeometryNode; out TexCoordIndex: Integer): TAbstractTextureNode; overload; |
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function InternalMaterialProperty: TMaterialProperty; |
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function MaterialProperty: TMaterialProperty; deprecated 'use InternalMaterialProperty, or (better) do not use it at all -- this is internal'; |
Warning: this symbol is deprecated: use InternalMaterialProperty, or (better) do not use it at all -- this is internal |
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procedure CreateNode; override; |
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class function ClassX3DType: string; override; |
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procedure SetShaders(const Value: array of TAbstractShaderNode); |
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procedure SetReceiveShadows(const Value: array of TAbstractPunctualLightNode); |
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procedure SetEffects(const Value: array of TEffectNode); |
Properties
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property FdFillProperties: TSFNode read FFdFillProperties; |
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property FillProperties: TFillPropertiesNode read GetFillProperties write SetFillProperties; |
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property FdLineProperties: TSFNode read FFdLineProperties; |
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property LineProperties: TLinePropertiesNode read GetLineProperties write SetLineProperties; |
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property FdMaterial: TSFNode read FFdMaterial; |
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property Material: TAbstractMaterialNode read GetMaterial write SetMaterial; |
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property FdShaders: TMFNode read FFdShaders; |
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property FdTexture: TSFNode read FFdTexture; |
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property Texture: TAbstractTextureNode read GetTexture write SetTexture; |
Main texture used by this appearance (diffuse texture for Phong lighting model, base texture for physical lighting model, emissive texture for the unlit lighting model). It is usually simpler to set the relevant texture inside material node, like TMaterialNode.DiffuseTexture, TPhysicalMaterialNode.BaseTexture, TUnlitMaterialNode.EmissiveTexture. |
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property FdTextureTransform: TSFNode read FFdTextureTransform; |
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property TextureTransform: TAbstractTextureTransformNode read GetTextureTransform write SetTextureTransform; |
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property FdBackMaterial: TSFNode read FFdBackMaterial; |
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property BackMaterial: TAbstractOneSidedMaterialNode read GetBackMaterial write SetBackMaterial; |
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property FdAlphaMode: TSFStringEnum read FFdAlphaMode; |
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property AlphaMode: TAlphaMode read GetAlphaMode write SetAlphaMode; |
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property FdAlphaCutoff: TSFFloat read FFdAlphaCutoff; |
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property AlphaCutoff: Single read GetAlphaCutoff write SetAlphaCutoff; |
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property FdReceiveShadows: TMFNode read FFdReceiveShadows; |
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property FdShadowCaster: TSFBool read FFdShadowCaster; |
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property ShadowCaster: Boolean read GetShadowCaster write SetShadowCaster; |
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property FdNormalMap: TSFNode read FFdNormalMap; |
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property NormalMap: TAbstractTexture2DNode read GetNormalMap write SetNormalMap; |
Warning: this symbol is deprecated. Normal map of this appearance. See https://castle-engine.io/x3d_implementation_texturing_extensions.php#section_ext_bump_mapping .
This is a deprecated property. It is better to set normal map within the material node, using the TAbstractOneSidedMaterialNode.NormalTexture. |
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property FdHeightMap: TSFNode read FFdHeightMap; |
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property HeightMap: TAbstractTexture2DNode read GetHeightMap write SetHeightMap; |
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property FdHeightMapScale: TSFFloat read FFdHeightMapScale; |
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property HeightMapScale: Single read GetHeightMapScale write SetHeightMapScale; |
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property FdBlendMode: TSFNode read FFdBlendMode; |
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property BlendMode: TBlendModeNode read GetBlendMode write SetBlendMode; |
Determines the exact blending equation used, in case AlphaMode indicates blending. See https://castle-engine.io/x3d_extensions.php#section_ext_blending . |
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property FdEffects: TMFNode read FFdEffects; |
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property FdAlphaChannel: TSFStringEnum read FFdAlphaChannel; |
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property AlphaChannel: TAutoAlphaChannel read GetAlphaChannel write SetAlphaChannel; |
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