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<title>Castle Game Engine: CastleRenderer: Class TGLRenderedTextureNode</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="TGLRenderedTextureNode"></a><h1 class="cio">Class TGLRenderedTextureNode</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>
<p class="unitlink">
<a href="CastleRenderer.html">CastleRenderer</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TGLRenderedTextureNode = class(<a class="normal" href="CastleRenderer.TGLSingleTextureNode.html">TGLSingleTextureNode</a>)</code></p>
<h2 class="description">Description</h2>
<div class="nodescription">no description available, TGLSingleTextureNode description follows</div><p>
Common class for all single (not multi-texture) texture nodes.
<p>Implements <a class="normal" href="CastleRenderer.TGLSingleTextureNode.html#EnableAll">EnableAll</a> method, by calling <a class="normal" href="CastleRenderer.TGLTextureNode.html#Enable">Enable</a> call. Override only <a class="normal" href="CastleRenderer.TGLTextureNode.html#Enable">Enable</a> in descendants.</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="ancestor"><a class="normal" href="CastleRenderer.TGLSingleTextureNode.html">TGLSingleTextureNode</a></li>
<li class="thisitem">TGLRenderedTextureNode</li></ul><h2 class="overview">Overview</h2>
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<td class="itemcode"><code><b><a href="CastleRenderer.TGLRenderedTextureNode.html#GLName">GLName</a></b>: <a href="CastleGLUtils.html#TGLuint">TGLuint</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleRenderer.TGLRenderedTextureNode.html#Width">Width</a></b>: Cardinal;</code></td>
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<td class="itemcode"><code><b><a href="CastleRenderer.TGLRenderedTextureNode.html#Height">Height</a></b>: Cardinal;</code></td>
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<td class="itemcode"><code><b><a href="CastleRenderer.TGLRenderedTextureNode.html#NeedsMipmaps">NeedsMipmaps</a></b>: boolean;</code></td>
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<td class="itemcode"><code><b><a href="CastleRenderer.TGLRenderedTextureNode.html#DepthMap">DepthMap</a></b>: boolean;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>class function <b><a href="CastleRenderer.TGLRenderedTextureNode.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.TGLRenderedTextureNode.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.TGLRenderedTextureNode.html#TextureNode">TextureNode</a></b>: <a href="X3DNodes.TRenderedTextureNode.html">TRenderedTextureNode</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleRenderer.TGLRenderedTextureNode.html#Unprepare">Unprepare</a></b>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleRenderer.TGLRenderedTextureNode.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.TGLRenderedTextureNode.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.TGLRenderedTextureNode.html#Update">Update</a></b>( const Render: <a href="Castle3D.html#TRenderFromViewFunction">TRenderFromViewFunction</a>; const ProjectionNear, ProjectionFar: Single; var NeedsRestoreViewport: boolean; CurrentViewpoint: <a href="X3DNodes.TAbstractViewpointNode.html">TAbstractViewpointNode</a>; CameraViewKnown: boolean; const CameraPosition, CameraDirection, CameraUp: <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="GLName"></a><code><b>GLName</b>: <a href="CastleGLUtils.html#TGLuint">TGLuint</a>;</code></td>
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<td class="itemcode"><a name="Width"></a><code><b>Width</b>: Cardinal;</code></td>
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The actual decided image size and mipmap status.</p>
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<td class="itemcode"><a name="Height"></a><code><b>Height</b>: Cardinal;</code></td>
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The actual decided image size and mipmap status.</p>
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<td class="itemcode"><a name="NeedsMipmaps"></a><code><b>NeedsMipmaps</b>: boolean;</code></td>
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<td class="itemcode"><a name="DepthMap"></a><code><b>DepthMap</b>: boolean;</code></td>
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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.TRenderedTextureNode.html">TRenderedTextureNode</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="Update"></a><code>procedure <b>Update</b>( const Render: <a href="Castle3D.html#TRenderFromViewFunction">TRenderFromViewFunction</a>; const ProjectionNear, ProjectionFar: Single; var NeedsRestoreViewport: boolean; CurrentViewpoint: <a href="X3DNodes.TAbstractViewpointNode.html">TAbstractViewpointNode</a>; CameraViewKnown: boolean; const CameraPosition, CameraDirection, CameraUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
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