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<a name="TGeometryArrays"></a><h1 class="cio">Class TGeometryArrays</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
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<a href="CastleGeometryArrays.html">CastleGeometryArrays</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TGeometryArrays = class(TObject)</code></p>
<h2 class="description">Description</h2>
<p>
Geometry represented as arrays of indexes, vertex positions, texture coordinates and such. Many (eventually, all) geometry nodes (TVRMLGeometryNode) can be processed into an instance of this class.
<p>This can be used to render, as arrays here map very naturally to an efficient OpenGL vertex arrays and VBOs. We use interleaving, storing everything in two arrays: 1st one for positions and normals (stuff that changes during coordinate morphing, most common dynamic shapes, so we specifically think about optimizing it). 2nd one for everything else (colors, tex coords, also GLSL attributes). This should allow for the most efficient usage, making use of interleaving and still allowing fast dynamic updates in common cases.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="thisitem">TGeometryArrays</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>constructor <b><a href="CastleGeometryArrays.TGeometryArrays.html#Create">Create</a></b>;</code></td>
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<td class="itemcode"><code>destructor <b><a href="CastleGeometryArrays.TGeometryArrays.html#Destroy">Destroy</a></b>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleGeometryArrays.TGeometryArrays.html#IndexesPtr">IndexesPtr</a></b>(const Index: Cardinal): PLongInt;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleGeometryArrays.TGeometryArrays.html#Position">Position</a></b>: <a href="CastleVectors.html#PVector3Single">PVector3Single</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleGeometryArrays.TGeometryArrays.html#Position">Position</a></b>(const Index: Cardinal): <a href="CastleVectors.html#PVector3Single">PVector3Single</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleGeometryArrays.TGeometryArrays.html#IncPosition">IncPosition</a></b>(var P: <a href="CastleVectors.html#PVector3Single">PVector3Single</a>);</code></td>
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<td class="itemcode"><code>function <b><a href="CastleGeometryArrays.TGeometryArrays.html#Normal">Normal</a></b>: <a href="CastleVectors.html#PVector3Single">PVector3Single</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleGeometryArrays.TGeometryArrays.html#Normal">Normal</a></b>(const Index: Cardinal): <a href="CastleVectors.html#PVector3Single">PVector3Single</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleGeometryArrays.TGeometryArrays.html#IncNormal">IncNormal</a></b>(var P: <a href="CastleVectors.html#PVector3Single">PVector3Single</a>);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleGeometryArrays.TGeometryArrays.html#AddColor">AddColor</a></b>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleGeometryArrays.TGeometryArrays.html#Color">Color</a></b>(const Index: Cardinal = 0): <a href="CastleVectors.html#PVector4Single">PVector4Single</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleGeometryArrays.TGeometryArrays.html#IncColor">IncColor</a></b>(var P: <a href="CastleVectors.html#PVector4Single">PVector4Single</a>);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleGeometryArrays.TGeometryArrays.html#AddFogCoord">AddFogCoord</a></b>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleGeometryArrays.TGeometryArrays.html#FogCoord">FogCoord</a></b>(const Index: Cardinal = 0): PSingle;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleGeometryArrays.TGeometryArrays.html#AddTexCoord2D">AddTexCoord2D</a></b>(const TextureUnit: Cardinal);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleGeometryArrays.TGeometryArrays.html#AddTexCoord3D">AddTexCoord3D</a></b>(const TextureUnit: Cardinal);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleGeometryArrays.TGeometryArrays.html#AddTexCoord4D">AddTexCoord4D</a></b>(const TextureUnit: Cardinal);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleGeometryArrays.TGeometryArrays.html#AddTexCoordGenerated">AddTexCoordGenerated</a></b>(const Generation: <a href="CastleGeometryArrays.html#TTextureCoordinateGeneration">TTextureCoordinateGeneration</a>; const TextureUnit: Cardinal);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleGeometryArrays.TGeometryArrays.html#AddTexCoordCopy">AddTexCoordCopy</a></b>(const NewTextureUnit, ExistingTextureUnit: Cardinal);</code></td>
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<td class="itemcode"><code>function <b><a href="CastleGeometryArrays.TGeometryArrays.html#TexCoord">TexCoord</a></b>(const TextureUnit, Index: Cardinal): Pointer;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleGeometryArrays.TGeometryArrays.html#TexCoord2D">TexCoord2D</a></b>(const TextureUnit, Index: Cardinal): <a href="CastleVectors.html#PVector2Single">PVector2Single</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleGeometryArrays.TGeometryArrays.html#TexCoord3D">TexCoord3D</a></b>(const TextureUnit, Index: Cardinal): <a href="CastleVectors.html#PVector3Single">PVector3Single</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleGeometryArrays.TGeometryArrays.html#TexCoord4D">TexCoord4D</a></b>(const TextureUnit, Index: Cardinal): <a href="CastleVectors.html#PVector4Single">PVector4Single</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleGeometryArrays.TGeometryArrays.html#AddGLSLAttributeFloat">AddGLSLAttributeFloat</a></b>(const Name: string; const Internal: boolean);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleGeometryArrays.TGeometryArrays.html#AddGLSLAttributeVector2">AddGLSLAttributeVector2</a></b>(const Name: string; const Internal: boolean);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleGeometryArrays.TGeometryArrays.html#AddGLSLAttributeVector3">AddGLSLAttributeVector3</a></b>(const Name: string; const Internal: boolean);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleGeometryArrays.TGeometryArrays.html#AddGLSLAttributeVector4">AddGLSLAttributeVector4</a></b>(const Name: string; const Internal: boolean);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleGeometryArrays.TGeometryArrays.html#AddGLSLAttributeMatrix3">AddGLSLAttributeMatrix3</a></b>(const Name: string; const Internal: boolean);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleGeometryArrays.TGeometryArrays.html#AddGLSLAttributeMatrix4">AddGLSLAttributeMatrix4</a></b>(const Name: string; const Internal: boolean);</code></td>
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<td class="itemcode"><code>function <b><a href="CastleGeometryArrays.TGeometryArrays.html#GLSLAttribute">GLSLAttribute</a></b>(A: <a href="CastleGeometryArrays.TGeometryAttrib.html">TGeometryAttrib</a>; const Offset: PtrUInt = 0): Pointer;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleGeometryArrays.TGeometryArrays.html#GLSLAttributeFloat">GLSLAttributeFloat</a></b>(const Name: string; const Index: Cardinal = 0): PSingle;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleGeometryArrays.TGeometryArrays.html#GLSLAttributeVector2">GLSLAttributeVector2</a></b>(const Name: string; const Index: Cardinal = 0): <a href="CastleVectors.html#PVector2Single">PVector2Single</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleGeometryArrays.TGeometryArrays.html#GLSLAttributeVector3">GLSLAttributeVector3</a></b>(const Name: string; const Index: Cardinal = 0): <a href="CastleVectors.html#PVector3Single">PVector3Single</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleGeometryArrays.TGeometryArrays.html#GLSLAttributeVector4">GLSLAttributeVector4</a></b>(const Name: string; const Index: Cardinal = 0): <a href="CastleVectors.html#PVector4Single">PVector4Single</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleGeometryArrays.TGeometryArrays.html#GLSLAttributeMatrix3">GLSLAttributeMatrix3</a></b>(const Name: string; const Index: Cardinal = 0): <a href="CastleVectors.html#PMatrix3Single">PMatrix3Single</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleGeometryArrays.TGeometryArrays.html#GLSLAttributeMatrix4">GLSLAttributeMatrix4</a></b>(const Name: string; const Index: Cardinal = 0): <a href="CastleVectors.html#PMatrix4Single">PMatrix4Single</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleGeometryArrays.TGeometryArrays.html#FreeData">FreeData</a></b>;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#Indexes">Indexes</a></b>: <a href="CastleUtils.TLongIntList.html">TLongIntList</a> read FIndexes write FIndexes;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#IndexesCount">IndexesCount</a></b>: Cardinal read FIndexesCount;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#HasIndexes">HasIndexes</a></b>: boolean read FHasIndexes;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#Primitive">Primitive</a></b>: <a href="CastleGeometryArrays.html#TGeometryPrimitive">TGeometryPrimitive</a> read FPrimitive write FPrimitive;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#Counts">Counts</a></b>: <a href="CastleUtils.TCardinalList.html">TCardinalList</a> read FCounts write FCounts;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#CoordinateArray">CoordinateArray</a></b>: Pointer read FCoordinateArray;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#CoordinateSize">CoordinateSize</a></b>: Cardinal read FCoordinateSize;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#AttributeArray">AttributeArray</a></b>: Pointer read FAttributeArray;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#AttributeSize">AttributeSize</a></b>: Cardinal read FAttributeSize;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#Count">Count</a></b>: Integer read FCount write SetCount;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#HasColor">HasColor</a></b>: boolean read FHasColor;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#HasDefaultColor">HasDefaultColor</a></b>: boolean read FHasDefaultColor write FHasDefaultColor default false;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#DefaultColor">DefaultColor</a></b>: <a href="CastleVectors.html#TVector4Single">TVector4Single</a> read FDefaultColor write FDefaultColor;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#HasFogCoord">HasFogCoord</a></b>: boolean read FHasFogCoord;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#FogDirectValues">FogDirectValues</a></b>: boolean
read FFogDirectValues write FFogDirectValues default false;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#TexCoords">TexCoords</a></b>: <a href="CastleGeometryArrays.html#TGeometryTexCoordList">TGeometryTexCoordList</a> read FTexCoords;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#Attribs">Attribs</a></b>: <a href="CastleGeometryArrays.TGeometryAttribList.html">TGeometryAttribList</a> read FAttribs;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#CullBackFaces">CullBackFaces</a></b>: boolean
read FCullBackFaces write FCullBackFaces default false;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#FrontFaceCcw">FrontFaceCcw</a></b>: boolean
read FFrontFaceCcw write FFrontFaceCcw default false;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#ForceFlatShading">ForceFlatShading</a></b>: boolean
read FForceFlatShading write FForceFlatShading default false;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#DataFreed">DataFreed</a></b>: boolean read FDataFreed;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGeometryArrays.TGeometryArrays.html#Faces">Faces</a></b>: <a href="CastleTriangles.html#TFaceIndexesList">TFaceIndexesList</a> read FFaces write FFaces;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>;</code></td>
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<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
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<td class="itemcode"><a name="IndexesPtr"></a><code>function <b>IndexesPtr</b>(const Index: Cardinal): PLongInt;</code></td>
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Information about Indexes.
<p>You coulc as well use the <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#Indexes">Indexes</a> property to get the same information. You can use Indexes[Index], Indexes <> nil, Indexes.Count and such. However, <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#FreeData">FreeData</a> call (that you may use to conserve memory usage after loading arrays to VBO) releases Indexes property, while these properties stay the same. </p>
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<td class="itemcode"><a name="Position"></a><code>function <b>Position</b>: <a href="CastleVectors.html#PVector3Single">PVector3Single</a>;</code></td>
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<td class="itemcode"><a name="Position"></a><code>function <b>Position</b>(const Index: Cardinal): <a href="CastleVectors.html#PVector3Single">PVector3Single</a>;</code></td>
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<td class="itemcode"><a name="IncPosition"></a><code>procedure <b>IncPosition</b>(var P: <a href="CastleVectors.html#PVector3Single">PVector3Single</a>);</code></td>
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<td class="itemcode"><a name="Normal"></a><code>function <b>Normal</b>: <a href="CastleVectors.html#PVector3Single">PVector3Single</a>;</code></td>
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<td class="itemcode"><a name="Normal"></a><code>function <b>Normal</b>(const Index: Cardinal): <a href="CastleVectors.html#PVector3Single">PVector3Single</a>;</code></td>
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<td class="itemcode"><a name="IncNormal"></a><code>procedure <b>IncNormal</b>(var P: <a href="CastleVectors.html#PVector3Single">PVector3Single</a>);</code></td>
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<td class="itemcode"><a name="AddColor"></a><code>procedure <b>AddColor</b>;</code></td>
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<td class="itemcode"><a name="Color"></a><code>function <b>Color</b>(const Index: Cardinal = 0): <a href="CastleVectors.html#PVector4Single">PVector4Single</a>;</code></td>
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<td class="itemcode"><a name="IncColor"></a><code>procedure <b>IncColor</b>(var P: <a href="CastleVectors.html#PVector4Single">PVector4Single</a>);</code></td>
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<td class="itemcode"><a name="AddFogCoord"></a><code>procedure <b>AddFogCoord</b>;</code></td>
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<td class="itemcode"><a name="FogCoord"></a><code>function <b>FogCoord</b>(const Index: Cardinal = 0): PSingle;</code></td>
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<td class="itemcode"><a name="AddTexCoord2D"></a><code>procedure <b>AddTexCoord2D</b>(const TextureUnit: Cardinal);</code></td>
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<td class="itemcode"><a name="AddTexCoord3D"></a><code>procedure <b>AddTexCoord3D</b>(const TextureUnit: Cardinal);</code></td>
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<td class="itemcode"><a name="AddTexCoord4D"></a><code>procedure <b>AddTexCoord4D</b>(const TextureUnit: Cardinal);</code></td>
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<td class="itemcode"><a name="AddTexCoordGenerated"></a><code>procedure <b>AddTexCoordGenerated</b>(const Generation: <a href="CastleGeometryArrays.html#TTextureCoordinateGeneration">TTextureCoordinateGeneration</a>; const TextureUnit: Cardinal);</code></td>
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Add generated texture coord. Such texture coord will not have actual data allocated in the array (you're expected to instead setup and enable glTexGen when rendering). Generation passed here must not be tgExplicit.</p>
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<td class="itemcode"><a name="AddTexCoordCopy"></a><code>procedure <b>AddTexCoordCopy</b>(const NewTextureUnit, ExistingTextureUnit: Cardinal);</code></td>
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Add texture coord, with configuration copied from existing texture coord.</p>
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<td class="itemcode"><a name="TexCoord"></a><code>function <b>TexCoord</b>(const TextureUnit, Index: Cardinal): Pointer;</code></td>
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<td class="itemcode"><a name="TexCoord2D"></a><code>function <b>TexCoord2D</b>(const TextureUnit, Index: Cardinal): <a href="CastleVectors.html#PVector2Single">PVector2Single</a>;</code></td>
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<td class="itemcode"><a name="TexCoord3D"></a><code>function <b>TexCoord3D</b>(const TextureUnit, Index: Cardinal): <a href="CastleVectors.html#PVector3Single">PVector3Single</a>;</code></td>
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<td class="itemcode"><a name="TexCoord4D"></a><code>function <b>TexCoord4D</b>(const TextureUnit, Index: Cardinal): <a href="CastleVectors.html#PVector4Single">PVector4Single</a>;</code></td>
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<td class="itemcode"><a name="AddGLSLAttributeFloat"></a><code>procedure <b>AddGLSLAttributeFloat</b>(const Name: string; const Internal: boolean);</code></td>
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<td class="itemcode"><a name="AddGLSLAttributeVector2"></a><code>procedure <b>AddGLSLAttributeVector2</b>(const Name: string; const Internal: boolean);</code></td>
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<td class="itemcode"><a name="AddGLSLAttributeVector3"></a><code>procedure <b>AddGLSLAttributeVector3</b>(const Name: string; const Internal: boolean);</code></td>
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<td class="itemcode"><a name="AddGLSLAttributeVector4"></a><code>procedure <b>AddGLSLAttributeVector4</b>(const Name: string; const Internal: boolean);</code></td>
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<td class="itemcode"><a name="AddGLSLAttributeMatrix3"></a><code>procedure <b>AddGLSLAttributeMatrix3</b>(const Name: string; const Internal: boolean);</code></td>
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<td class="itemcode"><a name="AddGLSLAttributeMatrix4"></a><code>procedure <b>AddGLSLAttributeMatrix4</b>(const Name: string; const Internal: boolean);</code></td>
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<td class="itemcode"><a name="GLSLAttribute"></a><code>function <b>GLSLAttribute</b>(A: <a href="CastleGeometryArrays.TGeometryAttrib.html">TGeometryAttrib</a>; const Offset: PtrUInt = 0): Pointer;</code></td>
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<td class="itemcode"><a name="GLSLAttributeFloat"></a><code>function <b>GLSLAttributeFloat</b>(const Name: string; const Index: Cardinal = 0): PSingle;</code></td>
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<td class="itemcode"><a name="GLSLAttributeVector2"></a><code>function <b>GLSLAttributeVector2</b>(const Name: string; const Index: Cardinal = 0): <a href="CastleVectors.html#PVector2Single">PVector2Single</a>;</code></td>
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<td class="itemcode"><a name="GLSLAttributeVector3"></a><code>function <b>GLSLAttributeVector3</b>(const Name: string; const Index: Cardinal = 0): <a href="CastleVectors.html#PVector3Single">PVector3Single</a>;</code></td>
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<td class="itemcode"><a name="GLSLAttributeVector4"></a><code>function <b>GLSLAttributeVector4</b>(const Name: string; const Index: Cardinal = 0): <a href="CastleVectors.html#PVector4Single">PVector4Single</a>;</code></td>
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<td class="itemcode"><a name="GLSLAttributeMatrix3"></a><code>function <b>GLSLAttributeMatrix3</b>(const Name: string; const Index: Cardinal = 0): <a href="CastleVectors.html#PMatrix3Single">PMatrix3Single</a>;</code></td>
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<td class="itemcode"><a name="GLSLAttributeMatrix4"></a><code>function <b>GLSLAttributeMatrix4</b>(const Name: string; const Index: Cardinal = 0): <a href="CastleVectors.html#PMatrix4Single">PMatrix4Single</a>;</code></td>
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<td class="itemcode"><a name="FreeData"></a><code>procedure <b>FreeData</b>;</code></td>
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Release the allocated memory for arrays (<a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#CoordinateArray">CoordinateArray</a>, <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#AttributeArray">AttributeArray</a>, Indexes). Further calls to <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#IndexesPtr">IndexesPtr</a>, Normal, Color and such will return only an offset relative to the original arrays pointer. This is very useful if you loaded arrays data into GPU memory (like Vertex Buffer Object of OpenGL), and you will not need the data anymore.</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="Indexes"></a><code>property <b>Indexes</b>: <a href="CastleUtils.TLongIntList.html">TLongIntList</a> read FIndexes write FIndexes;</code></td>
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Indexes to remaining arrays.
<p>If non-nil, we will render using these indexes, which means that items on the remaining lists (vertex positions, tex coords etc.) may be used multiple times. This is good (the lists may be possibly shorter, and GPU will be able to reuse more calculation results), but it's also limited: a vertex must always have the same properties in this case (e.g. the same normal vector, so shape must be completely smooth).
<p>When this is nil, we will simply use all the vertexes in order. So every item of the remaining lists will be processed exactly once, in the given order. This seems dumb, but actually we're often forced to use this: when you use flat (per-face) normals or colors, then the same vertex position must be used many times with different normal/color. If you want to use OpenGL vertex arrays for whole rendering, this vertex position will just have to be duplicated (which is OK, as the calculation results couldn't be shared anyway, since normal/color are different).</p>
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<td class="itemcode"><a name="IndexesCount"></a><code>property <b>IndexesCount</b>: Cardinal read FIndexesCount;</code></td>
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<td class="itemcode"><a name="HasIndexes"></a><code>property <b>HasIndexes</b>: boolean read FHasIndexes;</code></td>
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<td class="itemcode"><a name="Primitive"></a><code>property <b>Primitive</b>: <a href="CastleGeometryArrays.html#TGeometryPrimitive">TGeometryPrimitive</a> read FPrimitive write FPrimitive;</code></td>
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<td class="itemcode"><a name="Counts"></a><code>property <b>Counts</b>: <a href="CastleUtils.TCardinalList.html">TCardinalList</a> read FCounts write FCounts;</code></td>
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If this is assigned, then the vertexes are divided into groups. This is the only way to put many triangle strips, triangle fans and such into one <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html">TGeometryArrays</a> instance. For normal sets of triangles and quads this has no use, as there's never a need to divide them for rendering.
<p>Each value of this list specifies to take consecutive number of vertexes for next primitive. If Indexes are assigned, then they are divided into groups. Otherwise, the other arrays (positions, normals etc.) are divided into groups.
<p>The sum of values must be equal to the Indexes.Count (if Indexes assigned) or arrays Count (if Indexes not assigned).</p>
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<td class="itemcode"><a name="CoordinateArray"></a><code>property <b>CoordinateArray</b>: Pointer read FCoordinateArray;</code></td>
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Memory containing vertex positions and normals, that is everything that changes during Coordinate.coord animation. <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#CoordinateSize">CoordinateSize</a> is size, in bytes, of one item of this array (currently just constant, 2 * <a class="normal" href="CastleVectors.html#TVector3Single">TVector3Single</a>). </p>
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<td class="itemcode"><a name="CoordinateSize"></a><code>property <b>CoordinateSize</b>: Cardinal read FCoordinateSize;</code></td>
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<td class="itemcode"><a name="AttributeArray"></a><code>property <b>AttributeArray</b>: Pointer read FAttributeArray;</code></td>
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Memory containing everything other vertex attribute, like color, texture coordinates and GLSL attributes. <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#AttributeSize">AttributeSize</a> is size, in bytes, of one item of this array. </p>
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<td class="itemcode"><a name="AttributeSize"></a><code>property <b>AttributeSize</b>: Cardinal read FAttributeSize;</code></td>
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<td class="itemcode"><a name="Count"></a><code>property <b>Count</b>: Integer read FCount write SetCount;</code></td>
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Allocated number of items in vertex positions, normals, colors and such arrays.
<p>You can only set this once. You must do all necessary <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#AddColor">AddColor</a> / AddAttribute calls before setting this.
<p>You can access all Position / Normal etc. pointers only after setting this. Also, <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#IndexesCount">IndexesCount</a> and <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#HasIndexes">HasIndexes</a> is stored at this point.</p>
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<td class="itemcode"><a name="HasColor"></a><code>property <b>HasColor</b>: boolean read FHasColor;</code></td>
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<td class="itemcode"><a name="HasDefaultColor"></a><code>property <b>HasDefaultColor</b>: boolean read FHasDefaultColor write FHasDefaultColor default false;</code></td>
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When Color array is not initialized and <code>HasDefaultColor</code>, then the default color will be set to <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#DefaultColor">DefaultColor</a>. </p>
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<td class="itemcode"><a name="DefaultColor"></a><code>property <b>DefaultColor</b>: <a href="CastleVectors.html#TVector4Single">TVector4Single</a> read FDefaultColor write FDefaultColor;</code></td>
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<td class="itemcode"><a name="HasFogCoord"></a><code>property <b>HasFogCoord</b>: boolean read FHasFogCoord;</code></td>
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<td class="itemcode"><a name="FogDirectValues"></a><code>property <b>FogDirectValues</b>: boolean
read FFogDirectValues write FFogDirectValues default false;</code></td>
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If <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#FogCoord">FogCoord</a> present, does it specify direct fog intensities, that should be used to change pixel colors without any further processing. When this is <code>False</code>, then fog coordinates are understood as distance from the eye, and they are processed by linear/exp equations before being used to blend pixel colors.</p>
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<td class="itemcode"><a name="TexCoords"></a><code>property <b>TexCoords</b>: <a href="CastleGeometryArrays.html#TGeometryTexCoordList">TGeometryTexCoordList</a> read FTexCoords;</code></td>
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Allocated in <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#AttributeArray">AttributeArray</a> texture coords. Index is texture unit (counted from renderer first available texture unit). If given item is <code>Nil</code> on this list, then this texture unit is not allocated (just like it would be outside of TexCoords.Count).</p>
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<td class="itemcode"><a name="Attribs"></a><code>property <b>Attribs</b>: <a href="CastleGeometryArrays.TGeometryAttribList.html">TGeometryAttribList</a> read FAttribs;</code></td>
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<td class="itemcode"><a name="CullBackFaces"></a><code>property <b>CullBackFaces</b>: boolean
read FCullBackFaces write FCullBackFaces default false;</code></td>
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<code>CullBackFaces</code> says if we should enable back-face culling. If <code>True</code>, then we should glEnable(GL_CULL_FACE), and set glCullFace such that front face will be visible. <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#FrontFaceCcw">FrontFaceCcw</a> says what is "front face".
<p><a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#FrontFaceCcw">FrontFaceCcw</a> is ignored by renderer if <code>CullBackFaces</code> = <code>False</code>.
<p>Note that we *do not* implement <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#FrontFaceCcw">FrontFaceCcw</a> by glFrontFace, we do a little more complicated trick, see comments at the beginning of <a class="normal" href="CastleRenderer.html">CastleRenderer</a> for explanation (hint: plane mirrors).
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<td class="itemcode"><a name="FrontFaceCcw"></a><code>property <b>FrontFaceCcw</b>: boolean
read FFrontFaceCcw write FFrontFaceCcw default false;</code></td>
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<td class="itemcode"><a name="ForceFlatShading"></a><code>property <b>ForceFlatShading</b>: boolean
read FForceFlatShading write FForceFlatShading default false;</code></td>
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<p>
Make the whole rendering with flat shading.</p>
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<td class="itemcode"><a name="DataFreed"></a><code>property <b>DataFreed</b>: boolean read FDataFreed;</code></td>
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Was <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#FreeData">FreeData</a> called.</p>
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<td class="itemcode"><a name="Faces"></a><code>property <b>Faces</b>: <a href="CastleTriangles.html#TFaceIndexesList">TFaceIndexesList</a> read FFaces write FFaces;</code></td>
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Information about faces. Generated for some geometry types. Generated only when <a class="normal" href="CastleArraysGenerator.TArraysGenerator.html#FacesNeeded">TArraysGenerator.FacesNeeded</a> is <code>True</code>. Generated only for indexed shapes. When Indexes <> nil, these have the same count as Indexes.Count. Otherwise these have the same count as our <a class="normal" href="CastleGeometryArrays.TGeometryArrays.html#Count">Count</a>.</p>
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