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<title>Castle Game Engine: CastleRenderer: Class TBumpMappingRendererList</title>
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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TBumpMappingRendererList"></a><h1 class="cio">Class TBumpMappingRendererList</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="CastleRenderer.html">CastleRenderer</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TBumpMappingRendererList = class(<a class="normal" href="CastleRenderer.TResourceRendererList.html">TResourceRendererList</a>)</code></p>
<h2 class="description">Description</h2>
<div class="nodescription">no description available, TResourceRendererList description follows</div><a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TFPGObjectList</li>
<li class="ancestor"><a class="normal" href="CastleRenderer.TResourceRendererList.html">TResourceRendererList</a></li>
<li class="thisitem">TBumpMappingRendererList</li></ul><h2 class="overview">Overview</h2>
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<td class="itemcode"><code>function <b><a href="CastleRenderer.TBumpMappingRendererList.html#NodeIndex">NodeIndex</a></b>(ANode: <a href="X3DNodes.TAppearanceNode.html">TAppearanceNode</a>): Integer;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleRenderer.TBumpMappingRendererList.html#Node">Node</a></b>(ANode: <a href="X3DNodes.TAppearanceNode.html">TAppearanceNode</a>): <a href="CastleRenderer.TBumpMappingRenderer.html">TBumpMappingRenderer</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleRenderer.TBumpMappingRendererList.html#Prepare">Prepare</a></b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; ARenderer: <a href="CastleRenderer.TGLRenderer.html">TGLRenderer</a>);</code></td>
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<td class="itemcode"><code>function <b><a href="CastleRenderer.TBumpMappingRendererList.html#Enable">Enable</a></b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; var BoundTextureUnits: Cardinal; Shader: TShader): <a href="CastleRenderer.TBumpMappingRenderer.html">TBumpMappingRenderer</a>;</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="CastleRenderer.TBumpMappingRendererList.html#Items">Items</a></b>[Index:Integer]: <a href="CastleRenderer.TBumpMappingRenderer.html">TBumpMappingRenderer</a> read GetItems;</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="NodeIndex"></a><code>function <b>NodeIndex</b>(ANode: <a href="X3DNodes.TAppearanceNode.html">TAppearanceNode</a>): Integer;</code></td>
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Looks for item with given Node. Returns -1 if not found.</p>
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<td class="itemcode"><a name="Node"></a><code>function <b>Node</b>(ANode: <a href="X3DNodes.TAppearanceNode.html">TAppearanceNode</a>): <a href="CastleRenderer.TBumpMappingRenderer.html">TBumpMappingRenderer</a>;</code></td>
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Looks for item with given Node. Returns <code>Nil</code> if not found.</p>
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<td class="itemcode"><a name="Prepare"></a><code>procedure <b>Prepare</b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; ARenderer: <a href="CastleRenderer.TGLRenderer.html">TGLRenderer</a>);</code></td>
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If this State contains appropriate <a class="normal" href="X3DNodes.TAppearanceNode.html">TAppearanceNode</a>, this will create and prepare <a class="normal" href="CastleRenderer.TBumpMappingRenderer.html">TBumpMappingRenderer</a> instance for it (if one doesn't exist already).</p>
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<td class="itemcode"><a name="Enable"></a><code>function <b>Enable</b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; var BoundTextureUnits: Cardinal; Shader: TShader): <a href="CastleRenderer.TBumpMappingRenderer.html">TBumpMappingRenderer</a>;</code></td>
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If this State contains appropriate <a class="normal" href="X3DNodes.TAppearanceNode.html">TAppearanceNode</a>, and <a class="normal" href="CastleRenderer.TBumpMappingRenderer.html">TBumpMappingRenderer</a> instance is prepared for this Node, we will call it's Enable method here.
<p>We return the <a class="normal" href="CastleRenderer.TBumpMappingRenderer.html">TBumpMappingRenderer</a> instance only if it existed and it's Enable method returned <code>True</code>. Otherwise, we return <code>Nil</code>.</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="Items"></a><code>property <b>Items</b>[Index:Integer]: <a href="CastleRenderer.TBumpMappingRenderer.html">TBumpMappingRenderer</a> read GetItems;</code></td>
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