Class TScreenEffectNode

DescriptionHierarchyFieldsMethodsProperties

Unit

Declaration

type TScreenEffectNode = class(TAbstractChildNode)

Description

no description available, TAbstractChildNode description follows
no description available, TAbstractNode description follows

Base X3D node.

Almost all X3D nodes inherit from this. (Exception: X3DMetadataObject. So you cannot have metadata of metadata of...)

Hierarchy

Overview

Methods

Protected procedure DirectEnumerateActive( Func: TEnumerateChildrenFunction); override;
Public procedure CreateNode; override;
Public destructor Destroy; override;
Public class function ClassNodeTypeName: string; override;
Public class function URNMatching(const URN: string): boolean; override;

Properties

Public property FdShaders: TMFNodeShaders read FFdShaders;
Public property FdNeedsDepth: TSFBool read FFdNeedsDepth;
Public property FdEnabled: TSFBool read FFdEnabled;
Public property Enabled: boolean read GetEnabled write SetEnabled;
Public property Shader: TObject read FShader write FShader;
Public property ShaderLoaded: boolean read FShaderLoaded write FShaderLoaded;
Public property StateForShaderPrepare: TX3DGraphTraverseState read FStateForShaderPrepare;

Description

Methods

Protected procedure DirectEnumerateActive( Func: TEnumerateChildrenFunction); override;
 
Public procedure CreateNode; override;
 
Public destructor Destroy; override;
 
Public class function ClassNodeTypeName: string; override;
 
Public class function URNMatching(const URN: string): boolean; override;
 

Properties

Public property FdShaders: TMFNodeShaders read FFdShaders;
 
Public property FdNeedsDepth: TSFBool read FFdNeedsDepth;
 
Public property FdEnabled: TSFBool read FFdEnabled;
 
Public property Enabled: boolean read GetEnabled write SetEnabled;
 
Public property Shader: TObject read FShader write FShader;

Shader and ShaderLoaded properties are internally manager by the renderer. Right now, this means TCastleScene. Always when ShaderLoaded = False then Shader is Nil. When ShaderLoaded = True, the Shader may be non-nil (if was enabled and loaded successfully) or not.

Public property ShaderLoaded: boolean read FShaderLoaded write FShaderLoaded;
 
Public property StateForShaderPrepare: TX3DGraphTraverseState read FStateForShaderPrepare;
 

Generated by PasDoc 0.13.0 on 2014-10-26 05:15:19