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<title>Castle Game Engine: CastleRenderer: Class TGLMultiTextureNode</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="TGLMultiTextureNode"></a><h1 class="cio">Class TGLMultiTextureNode</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>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 TGLMultiTextureNode = class(<a class="normal" href="CastleRenderer.TGLTextureNode.html">TGLTextureNode</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Handler for <a class="normal" href="X3DNodes.TMultiTextureNode.html">TMultiTextureNode</a>.
<p>This is somewhat special, in that it will use other <a class="normal" href="CastleRenderer.TGLTextureNode.html">TGLTextureNode</a> handlers to handle single textures inside — but this is completely hidden from the interface.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<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="thisitem">TGLMultiTextureNode</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>class function <b><a href="CastleRenderer.TGLMultiTextureNode.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.TGLMultiTextureNode.html#PrepareCore">PrepareCore</a></b>(State: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>); override;</code></td>
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<td class="itemcode"><code>constructor <b><a href="CastleRenderer.TGLMultiTextureNode.html#Create">Create</a></b>(ARenderer: <a href="CastleRenderer.TGLRenderer.html">TGLRenderer</a>; ANode: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>); override;</code></td>
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<td class="itemcode"><code>destructor <b><a href="CastleRenderer.TGLMultiTextureNode.html#Destroy">Destroy</a></b>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleRenderer.TGLMultiTextureNode.html#TextureNode">TextureNode</a></b>: <a href="X3DNodes.TMultiTextureNode.html">TMultiTextureNode</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleRenderer.TGLMultiTextureNode.html#Unprepare">Unprepare</a></b>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleRenderer.TGLMultiTextureNode.html#Bind">Bind</a></b>(const TextureUnit: Cardinal): boolean; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleRenderer.TGLMultiTextureNode.html#Enable">Enable</a></b>(const TextureUnit: Cardinal; Shader: TShader; const Env: TTextureEnv): boolean; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleRenderer.TGLMultiTextureNode.html#EnableAll">EnableAll</a></b>(const TextureUnitsCount: Cardinal; var TextureSlotsUsed: Cardinal; Shader: TShader); override;</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="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="Create"></a><code>constructor <b>Create</b>(ARenderer: <a href="CastleRenderer.TGLRenderer.html">TGLRenderer</a>; ANode: <a href="X3DNodes.TX3DNode.html">TX3DNode</a>); override;</code></td>
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ANode must be <a class="normal" href="X3DNodes.TMultiTextureNode.html">TMultiTextureNode</a></p>
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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="TextureNode"></a><code>function <b>TextureNode</b>: <a href="X3DNodes.TMultiTextureNode.html">TMultiTextureNode</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="Bind"></a><code>function <b>Bind</b>(const TextureUnit: Cardinal): boolean; override;</code></td>
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<td class="itemcode"><a name="Enable"></a><code>function <b>Enable</b>(const TextureUnit: Cardinal; Shader: TShader; const Env: TTextureEnv): boolean; override;</code></td>
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<td class="itemcode"><a name="EnableAll"></a><code>procedure <b>EnableAll</b>(const TextureUnitsCount: Cardinal; var TextureSlotsUsed: Cardinal; Shader: TShader); override;</code></td>
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