| Description | Hierarchy | Fields | Methods | Properties |
type TNodeTexture2 = class(TVRMLTextureNode)
Common texture node for all VRML / X3D texture nodes.
For X3D, this descends from X3DTextureNode and is an ancestor for X3DTexture2DNode, so X3D hierarchy is nicely preserved.
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procedure LoadTextureData(out CacheUsed: boolean); override; |
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constructor Create(const ANodeName: string; const AWWWBasePath: string); override; |
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class function ClassNodeTypeName: string; override; |
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function SuggestedVRMLVersion( out VerMajor, VerMinor, SuggestionPriority: Integer): boolean; override; |
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function TextureDescription: string; override; |
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function RepeatS: boolean; override; |
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function RepeatT: boolean; override; |
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property FdFilename: TSFString read FFdFilename; |
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property FdImage: TSFImage read FFdImage; |
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property FdWrapS: TSFEnum read FFdWrapS; |
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property FdWrapT: TSFEnum read FFdWrapT; |
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property FdModel: TSFEnum read FFdModel; |
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property FdBlendColor: TSFVec3f read FFdBlendColor; |
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procedure LoadTextureData(out CacheUsed: boolean); override; |
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Texture in this class is loaded z pliku (pole filename) lub inlined (pole image). Pierwszenstwo ma tekstura z pliku, jesli filename = '' (lub wystapi jakis blad przy ladowaniu z filename ale VRMLNonFatalError to zignoruje) to zostanie uzyta tekstura inline. BTW, in VRML 1.0 node z IsTextureLoaded = true i IsTextureImage = false tez ma swoje znaczenie: oznacza "wylacz aktywna teksture". | |
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constructor Create(const ANodeName: string; const AWWWBasePath: string); override; |
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class function ClassNodeTypeName: string; override; |
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function SuggestedVRMLVersion( out VerMajor, VerMinor, SuggestionPriority: Integer): boolean; override; |
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function TextureDescription: string; override; |
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function RepeatS: boolean; override; |
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function RepeatT: boolean; override; |
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property FdFilename: TSFString read FFdFilename; |
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property FdImage: TSFImage read FFdImage; |
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property FdWrapS: TSFEnum read FFdWrapS; |
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property FdWrapT: TSFEnum read FFdWrapT; |
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property FdModel: TSFEnum read FFdModel; |
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property FdBlendColor: TSFVec3f read FFdBlendColor; |