Class TComposedShaderNode
Unit
Declaration
type TComposedShaderNode = class(TAbstractShaderNode)
Description
OpenGL Shading Language (GLSL) shader container, which should be composed from multiple TShaderPartNode instances.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractAppearanceChildNode
- TAbstractShaderNode
- TComposedShaderNode
Overview
Methods
constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override; |
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procedure CreateNode; override; |
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class function ClassX3DType: String; override; |
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procedure SetParts(const Value: array of TShaderPartNode); |
Properties
property FdParts: TMFNode read FFdParts; |
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property FdUniformMissing: TSFStringEnum read FFdUniformMissing; |
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property UniformMissing: TUniformMissing read GetUniformMissing write SetUniformMissing; |
Description
Methods
constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override; |
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This item has no description. Showing description inherited from TX3DNode.Create. Constructor. Initializes various properties:
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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. |
procedure SetParts(const Value: array of TShaderPartNode); |
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This item has no description. |
Properties
property FdParts: TMFNode read FFdParts; |
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Internal wrapper for property |
property FdUniformMissing: TSFStringEnum read FFdUniformMissing; |
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Internal wrapper for property |
property UniformMissing: TUniformMissing read GetUniformMissing write SetUniformMissing; |
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Should we report a missing uniform value. Setting this to umWarning (default) is useful to spot simple mistakes in naming uniforms. On the other hand, OpenGL aggressively removes unused uniforms from code, and it may cause spurious messages that some uniform is missing – even though the shader is correct, is just doesn't use some uniform value e.g. because no lights are present on the current scene. |
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