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<title>Castle Game Engine: CastleRenderer: Class TGLGeneratedCubeMapTextureNode</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="TGLGeneratedCubeMapTextureNode"></a><h1 class="cio">Class TGLGeneratedCubeMapTextureNode</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><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td>Properties</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 TGLGeneratedCubeMapTextureNode = class(<a class="normal" href="CastleRenderer.TGLCubeMapTextureNode.html">TGLCubeMapTextureNode</a>)</code></p>
<h2 class="description">Description</h2>
<div class="nodescription">no description available, TGLCubeMapTextureNode description follows</div><p>
Common handling for texture nodes of <a class="normal" href="X3DNodes.TAbstractEnvironmentTextureNode.html">TAbstractEnvironmentTextureNode</a>.</p>
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<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="CastleRenderer.TResourceRenderer.html">TResourceRenderer</a></li>
<li class="ancestor"><a class="normal" href="CastleRenderer.TGLTextureNode.html">TGLTextureNode</a></li>
<li class="ancestor"><a class="normal" href="CastleRenderer.TGLSingleTextureNode.html">TGLSingleTextureNode</a></li>
<li class="ancestor"><a class="normal" href="CastleRenderer.TGLCubeMapTextureNode.html">TGLCubeMapTextureNode</a></li>
<li class="thisitem">TGLGeneratedCubeMapTextureNode</li></ul><h2 class="overview">Overview</h2>
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<td class="itemcode"><code><b><a href="CastleRenderer.TGLGeneratedCubeMapTextureNode.html#Size">Size</a></b>: Cardinal;</code></td>
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<td class="itemcode"><code><b><a href="CastleRenderer.TGLGeneratedCubeMapTextureNode.html#NeedsMipmaps">NeedsMipmaps</a></b>: boolean;</code></td>
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<td class="itemcode"><code>class function <b><a href="CastleRenderer.TGLGeneratedCubeMapTextureNode.html#IsClassForTextureNode">IsClassForTextureNode</a></b>(ANode: <a href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>): boolean; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleRenderer.TGLGeneratedCubeMapTextureNode.html#PrepareCore">PrepareCore</a></b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>); override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleRenderer.TGLGeneratedCubeMapTextureNode.html#TextureNode">TextureNode</a></b>: <a href="X3DNodes.TGeneratedCubeMapTextureNode.html">TGeneratedCubeMapTextureNode</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleRenderer.TGLGeneratedCubeMapTextureNode.html#Unprepare">Unprepare</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleRenderer.TGLGeneratedCubeMapTextureNode.html#Update">Update</a></b>( const Render: <a href="Castle3D.html#TRenderFromViewFunction">TRenderFromViewFunction</a>; const ProjectionNear, ProjectionFar: Single; var NeedsRestoreViewport: boolean; const CubeMiddle: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
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<h2 class="description">Description</h2>
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<td class="itemcode"><a name="Size"></a><code><b>Size</b>: Cardinal;</code></td>
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The right size of the texture, that satisfies all OpenGL cube map sizes requirements (<a class="normal" href="CastleGLImages.html#IsCubeMapTextureSized">IsCubeMapTextureSized</a>).</p>
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<td class="itemcode"><a name="NeedsMipmaps"></a><code><b>NeedsMipmaps</b>: boolean;</code></td>
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Does Filter need mipmaps.</p>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="IsClassForTextureNode"></a><code>class function <b>IsClassForTextureNode</b>(ANode: <a href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>): boolean; override;</code></td>
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<td class="itemcode"><a name="PrepareCore"></a><code>procedure <b>PrepareCore</b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>); override;</code></td>
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<td class="itemcode"><a name="TextureNode"></a><code>function <b>TextureNode</b>: <a href="X3DNodes.TGeneratedCubeMapTextureNode.html">TGeneratedCubeMapTextureNode</a>;</code></td>
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<td class="itemcode"><a name="Unprepare"></a><code>procedure <b>Unprepare</b>; override;</code></td>
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<td class="itemcode"><a name="Update"></a><code>procedure <b>Update</b>( const Render: <a href="Castle3D.html#TRenderFromViewFunction">TRenderFromViewFunction</a>; const ProjectionNear, ProjectionFar: Single; var NeedsRestoreViewport: boolean; const CubeMiddle: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
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