Class TGeneratedCubeMapTextureNode

Unit

Declaration

type TGeneratedCubeMapTextureNode = class(TAbstractEnvironmentTextureNode)

Description

Cube environment map texture generated by rendering the 3D world, useful for real-time mirrors.

Hierarchy

Overview

Methods

Public constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override;
Public procedure CreateNode; override;
Public class function ClassX3DType: String; override;

Properties

Public property FdUpdate: TSFStringEnum read FFdUpdate;
Public property Update: TTextureUpdate read GetUpdate write SetUpdate;
Public property FdSize: TSFInt32 read FFdSize;
Public property Size: Integer read GetSize write SetSize;
Public property FdTextureProperties: TSFNode read FFdTextureProperties;
Public property TextureProperties: TTexturePropertiesNode read GetTextureProperties write SetTextureProperties;
Public property FdBias: TSFVec3f read FFdBias;
Public property Bias: TVector3 read GetBias write SetBias;

Description

Methods

Public constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override;

This item has no description. Showing description inherited from TX3DNode.Create.

Constructor. Initializes various properties:

  • Name, BaseUrl are initialized from given parameters.

  • The Fields, Events lists are filled in every descendant, to have all the fields/events defined by the specification.

  • DefaultContainerField, and other node-specific stuff, is filled in descendants. This is actually implemented in CreateNode, that is called at the end of this constructor.

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.

Properties

Public property FdUpdate: TSFStringEnum read FFdUpdate;

Internal wrapper for property Update. This wrapper API may change, we advise to access simpler Update instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property Update: TTextureUpdate read GetUpdate write SetUpdate;

When to update the texture contents.

Public property FdSize: TSFInt32 read FFdSize;

Internal wrapper for property Size. This wrapper API may change, we advise to access simpler Size instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property Size: Integer read GetSize write SetSize;

This item has no description.

Public property FdTextureProperties: TSFNode read FFdTextureProperties;

Internal wrapper for property TextureProperties. This wrapper API may change, we advise to access simpler TextureProperties instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property TextureProperties: TTexturePropertiesNode read GetTextureProperties write SetTextureProperties;

This item has no description.

Public property FdBias: TSFVec3f read FFdBias;

Internal wrapper for property Bias. This wrapper API may change, we advise to access simpler Bias instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property Bias: TVector3 read GetBias write SetBias;

Bias from shape center to the point from which we generate a cubemap texture. TODO: for now in world space, should be in shape space.


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