Class TGLRenderedTextureNode

DescriptionHierarchyFieldsMethodsProperties

Unit

Declaration

type TGLRenderedTextureNode = class(TGLSingleTextureNode)

Description

no description available, TGLSingleTextureNode description follows

Common class for all single (not multi-texture) texture nodes.

Implements EnableAll method, by calling Enable call. Override only Enable in descendants.

Hierarchy

Overview

Fields

Public GLName: TGLuint;
Public Width: Cardinal;
Public Height: Cardinal;
Public NeedsMipmaps: boolean;
Public DepthMap: boolean;

Methods

Protected class function IsClassForTextureNode(ANode: TAbstractTextureNode): boolean; override;
Protected procedure PrepareCore(State: TX3DGraphTraverseState); override;
Public function TextureNode: TRenderedTextureNode;
Public procedure Unprepare; override;
Public function Bind(const TextureUnit: Cardinal): boolean; override;
Public function Enable(const TextureUnit: Cardinal; Shader: TShader; const Env: TTextureEnv): boolean; override;
Public procedure Update( const Render: TRenderFromViewFunction; const ProjectionNear, ProjectionFar: Single; var NeedsRestoreViewport: boolean; CurrentViewpoint: TAbstractViewpointNode; CameraViewKnown: boolean; const CameraPosition, CameraDirection, CameraUp: TVector3Single);

Description

Fields

Public GLName: TGLuint;
 
Public Width: Cardinal;

The actual decided image size and mipmap status.

Public Height: Cardinal;

The actual decided image size and mipmap status.

Public NeedsMipmaps: boolean;
 
Public DepthMap: boolean;
 

Methods

Protected class function IsClassForTextureNode(ANode: TAbstractTextureNode): boolean; override;
 
Protected procedure PrepareCore(State: TX3DGraphTraverseState); override;
 
Public function TextureNode: TRenderedTextureNode;
 
Public procedure Unprepare; override;
 
Public function Bind(const TextureUnit: Cardinal): boolean; override;
 
Public function Enable(const TextureUnit: Cardinal; Shader: TShader; const Env: TTextureEnv): boolean; override;
 
Public procedure Update( const Render: TRenderFromViewFunction; const ProjectionNear, ProjectionFar: Single; var NeedsRestoreViewport: boolean; CurrentViewpoint: TAbstractViewpointNode; CameraViewKnown: boolean; const CameraPosition, CameraDirection, CameraUp: TVector3Single);
 

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