Class TMultiTextureTransformNode
Unit
Declaration
type TMultiTextureTransformNode = class(TAbstractTextureTransformNode)
Description
Multiple texture transforms, to be used with multi-texturing by TMultiTextureNode.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractAppearanceChildNode
- TAbstractTextureTransformNode
- TMultiTextureTransformNode
Overview
Methods
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function TransformMatrix: TMatrix4; override; |
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procedure CreateNode; override; |
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class function ClassX3DType: String; override; |
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procedure SetTextureTransform(const Value: array of TAbstractSingleTextureTransformNode); |
Properties
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property FdTextureTransform: TMFNode read FFdTextureTransform; |
Description
Methods
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function TransformMatrix: TMatrix4; override; |
For MultiTextureTransform, this always raises an internal error. Reason: you cannot get single texture transform matrix from MultiTextureTransform. Exceptions raised
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procedure CreateNode; override; |
Create node fields and events. |
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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 SetTextureTransform(const Value: array of TAbstractSingleTextureTransformNode); |
This item has no description. |
Properties
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property FdTextureTransform: TMFNode read FFdTextureTransform; |
Internal wrapper for property |
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