Class TAbstractSingleTextureNode
Unit
Declaration
type TAbstractSingleTextureNode = class(TAbstractTextureNode)
Description
Base for all nodes which specify a texture, but not multi-texture.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractAppearanceChildNode
- TAbstractTextureNode
- TAbstractSingleTextureNode
Overview
Methods
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function AlphaChannelFinal: TAlphaChannel; override; |
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procedure CreateNode; override; |
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class function ClassX3DType: string; override; |
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procedure SetEffects(const Value: array of TEffectNode); |
Properties
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property FdEffects: TMFNode read FFdEffects; |
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property FdCrossOrigin: TSFString read FFdCrossOrigin; |
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property CrossOrigin: String read GetCrossOrigin write SetCrossOrigin; |
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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 AlphaChannelFinal: TAlphaChannel; override; |
This item has no description. Showing description inherited from TAbstractTextureNode.AlphaChannelFinal. Alpha channel of the loaded texture data. Looks at loaded texture data, and at alphaChannel field (see https://castle-engine.io/x3d_extensions.php#section_ext_alpha_channel_detection ). In case of MultiTexture node, looks at children. |
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procedure CreateNode; override; |
This item has no description. Showing description inherited from TAbstractTextureNode.CreateNode. Automatically generated node properties. Do not edit this file manually! To add new properties: - add them to the text files in tools/internal/x3d-nodes-to-pascal/nodes-specification/ , - and regenerate include files by running x3d-nodes-to-pascal |
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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. |
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procedure SetEffects(const Value: array of TEffectNode); |
This item has no description. |
Properties
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property FdEffects: TMFNode read FFdEffects; |
Internal wrapper for property |
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property FdCrossOrigin: TSFString read FFdCrossOrigin; |
Internal wrapper for property CrossOrigin. This wrapper API may change, we advise to access simpler CrossOrigin instead. |
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property CrossOrigin: String read GetCrossOrigin write SetCrossOrigin; |
X3DOM extension, not implemented in CGE. |
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property FdAlphaChannel: TSFStringEnum read FFdAlphaChannel; |
Internal wrapper for property AlphaChannel. This wrapper API may change, we advise to access simpler AlphaChannel instead. |
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property AlphaChannel: TAutoAlphaChannel read GetAlphaChannel write SetAlphaChannel; |
This item has no description. |
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