Class TShaderPartNode
Unit
Declaration
type TShaderPartNode = class(TAbstractNode)
Description
OpenGL Shading Language (GLSL) shader part, used inside TComposedShaderNode.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TShaderPartNode
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 SetUrl(const Value: array of string); overload; |
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procedure SetUrl(const Value: TCastleStringList); overload; |
Properties
property Contents: String read GetContents write SetContents; |
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property FdUrl: TMFString read FFdUrl; |
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property FdType: TSFStringEnum read FFdType; |
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property ShaderType: TShaderType read GetShaderType write SetShaderType; |
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 SetUrl(const Value: array of string); overload; |
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This item has no description. |
procedure SetUrl(const Value: TCastleStringList); overload; |
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This item has no description. |
Properties
property Contents: String read GetContents write SetContents; |
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The shader code. Getting this automatically loads the shader code pointed by the URL field of this node. The shader code may be specified in an external file, or inline using "data URI", see https://castle-engine.io/manual_network.php . The shader code may also be specified using the XML "CDATA" in X3D XML encoding. Returns '' of no valid URLs are present (loading errors are reported to WritelnWarning). Setting this overrides the URL field, to specify only the given shader code. |
property FdUrl: TMFString read FFdUrl; |
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Internal wrapper for property |
property FdType: TSFStringEnum read FFdType; |
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Internal wrapper for property |
property ShaderType: TShaderType read GetShaderType write SetShaderType; |
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This item has no description. |
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