Class TFogNode
Unit
X3DNodes
Declaration
type TFogNode = class(TAbstractBindableNode , IAbstractFogObject )
Description
no description available, TAbstractBindableNode description follows
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
Properties
Description
Methods
procedure CreateNode ; override;
class function ClassNodeTypeName : string; override;
class function URNMatching (const URN: string): boolean; override;
function FogTypeOrNone : TFogTypeOrNone ;
Fog type, but may also return ftNone if we are Nil
(checks Self <> nil) or visibilityRange = 0.
procedure ApplyFog (var Color: TVector3Single ; const Position, VertexPos: TVector3Single ; const AFogType: TFogTypeOrNone );
Apply fog to the color of the vertex.
This can be used by software renderers (ray-tracers etc.) to calculate pixel color following VRML/X3D specifications. After all the lighting is summed up (see TX3DGraphTraverseState.Emission and TLightInstance.Contribution ), process color by this method to apply fog.
Does nothing if AFogType = ftNone. In this special case, it's also allowed to call this on Nil
instance.
Properties
property FdColor : TSFColor read FFdColor;
property FdFogType : TSFString read FFdFogType;
property FdVisibilityRange : TSFFloat read FFdVisibilityRange;
property FdVolumetric : TSFBool read FFdVolumetric;
property FdVolumetricDirection : TSFVec3f read FFdVolumetricDirection;
property FdVolumetricVisibilityStart : TSFFloat read FFdVolumetricVisibilityStart;
property FdAlternative : TSFNode read FFdAlternative;
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