Class TAbstractTextureNode

Unit

Declaration

type TAbstractTextureNode = class(TAbstractAppearanceChildNode)

Description

Base for all nodes which specify a texture, possibly multi-texture.

Hierarchy

Overview

Methods

Public procedure InternalRendererResourceFree;
Public destructor Destroy; override;
Public function TextureDescription: string; virtual;
Public function AlphaChannelFinal: TAlphaChannel; virtual;
Public procedure CreateNode; override;
Public class function ClassX3DType: String; override;

Description

Methods

Public procedure InternalRendererResourceFree;

Free InternalRendererResource, if any.

Public destructor Destroy; override;

This item has no description.

Public function TextureDescription: string; virtual;

Short description how texture is defined, is it inline or loaded from URL, is it video of simple image texture. "none" if it's not defined at all.

Calling this may not cause automatically loading the texture data (for exampe, from file in case of TAbstractTexture2DNode). So it cannot describe the actually loaded data.

In this class, simply returns X3DType. Override to say something more descriptive.

Public function AlphaChannelFinal: TAlphaChannel; virtual;

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.

Public procedure CreateNode; override;

Create node fields and events.

Public 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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