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; |
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class function ClassX3DType: String; override; |
Properties
property FdEmissiveColor: TSFColor read FFdEmissiveColor; |
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property EmissiveColor: TCastleColorRGB read GetEmissiveColor write SetEmissiveColor; |
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property FdEmissiveTexture: TSFNode read FFdEmissiveTexture; |
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property EmissiveTexture: TAbstractSingleTextureNode read GetEmissiveTexture write SetEmissiveTexture; |
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property FdEmissiveTextureMapping: TSFString read FFdEmissiveTextureMapping; |
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property EmissiveTextureMapping: String read GetEmissiveTextureMapping write SetEmissiveTextureMapping; |
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property FdNormalTexture: TSFNode read FFdNormalTexture; |
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property NormalTexture: TAbstractTexture2DNode read GetNormalTexture write SetNormalTexture; |
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property FdNormalTextureMapping: TSFString read FFdNormalTextureMapping; |
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property NormalTextureMapping: String read GetNormalTextureMapping write SetNormalTextureMapping; |
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property FdNormalScale: TSFFloat read FFdNormalScale; |
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property NormalScale: Single read GetNormalScale write SetNormalScale; |
Description
Methods
procedure CreateNode; override; |
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Create node fields and events. |
class function ClassX3DType: String; override; |
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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; |
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Internal wrapper for property |
property EmissiveColor: TCastleColorRGB read GetEmissiveColor write SetEmissiveColor; |
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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; |
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Internal wrapper for property |
property EmissiveTexture: TAbstractSingleTextureNode read GetEmissiveTexture write SetEmissiveTexture; |
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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; |
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Internal wrapper for property |
property EmissiveTextureMapping: String read GetEmissiveTextureMapping write SetEmissiveTextureMapping; |
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Determines texture coordinates used by EmissiveTexture. |
property FdNormalTexture: TSFNode read FFdNormalTexture; |
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Internal wrapper for property |
property NormalTexture: TAbstractTexture2DNode read GetNormalTexture write SetNormalTexture; |
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Normalmap texture to perform bump mapping. See https://castle-engine.io/bump_mapping . |
property FdNormalTextureMapping: TSFString read FFdNormalTextureMapping; |
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Internal wrapper for property |
property NormalTextureMapping: String read GetNormalTextureMapping write SetNormalTextureMapping; |
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Determines texture coordinates used by NormalTexture. |
property FdNormalScale: TSFFloat read FFdNormalScale; |
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Internal wrapper for property |
property NormalScale: Single read GetNormalScale write SetNormalScale; |
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Emphasize (when > 1) or deemphasize (< 1) the effect of NormalTexture on the model. |
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