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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
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<title>Castle Game Engine: CastleRenderer: Class TGLTextureNodes</title>
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<a name="TGLTextureNodes"></a><h1 class="cio">Class TGLTextureNodes</h1>
<table class="sections wide_list">
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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>
<p class="unitlink">
<a  href="CastleRenderer.html">CastleRenderer</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TGLTextureNodes = 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">TGLTextureNodes</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="CastleRenderer.TGLTextureNodes.html#TextureNodeIndex">TextureNodeIndex</a></b>(ANode: <a  href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>): Integer;</code></td>
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<td class="itemcode"><code>function <b><a  href="CastleRenderer.TGLTextureNodes.html#TextureNode">TextureNode</a></b>(ANode: <a  href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>): <a  href="CastleRenderer.TGLTextureNode.html">TGLTextureNode</a>;</code></td>
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<td class="itemcode"><code>function <b><a  href="CastleRenderer.TGLTextureNodes.html#Prepare">Prepare</a></b>(State: <a  href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; ANode: <a  href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>; ARenderer: <a  href="CastleRenderer.TGLRenderer.html">TGLRenderer</a>): <a  href="CastleRenderer.TGLTextureNode.html">TGLTextureNode</a>;</code></td>
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<td class="itemcode"><code>function <b><a  href="CastleRenderer.TGLTextureNodes.html#Bind">Bind</a></b>(ANode: <a  href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>; const TextureUnit: Cardinal): boolean;</code></td>
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<td class="itemcode"><code>function <b><a  href="CastleRenderer.TGLTextureNodes.html#Enable">Enable</a></b>(ANode: <a  href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>; const TextureUnit: Cardinal; Shader: TShader; const Env: TTextureEnv): boolean;</code></td>
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<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TGLTextureNodes.html#PrepareInterfaceDeclarationsTextures">PrepareInterfaceDeclarationsTextures</a></b>(const ANode: <a  href="X3DNodes.TX3DNode.html">TX3DNode</a>; const State: <a  href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; const Renderer: <a  href="CastleRenderer.TGLRenderer.html">TGLRenderer</a>);</code></td>
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<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TGLTextureNodes.html#UnprepareInterfaceDeclarationsTextures">UnprepareInterfaceDeclarationsTextures</a></b>(const ANode: <a  href="X3DNodes.TX3DNode.html">TX3DNode</a>; const Renderer: <a  href="CastleRenderer.TGLRenderer.html">TGLRenderer</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.TGLTextureNodes.html#Items">Items</a></b>[Index:Integer]: <a  href="CastleRenderer.TGLTextureNode.html">TGLTextureNode</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="TextureNodeIndex"></a><code>function <b>TextureNodeIndex</b>(ANode: <a  href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>): Integer;</code></td>
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Looks for item with given ANode. Returns -1 if not found.</p>
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<td class="itemcode"><a name="TextureNode"></a><code>function <b>TextureNode</b>(ANode: <a  href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>): <a  href="CastleRenderer.TGLTextureNode.html">TGLTextureNode</a>;</code></td>
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Looks for item with given ANode. Returns <code>Nil</code> if not found.</p>
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<td class="itemcode"><a name="Prepare"></a><code>function <b>Prepare</b>(State: <a  href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; ANode: <a  href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>; ARenderer: <a  href="CastleRenderer.TGLRenderer.html">TGLRenderer</a>): <a  href="CastleRenderer.TGLTextureNode.html">TGLTextureNode</a>;</code></td>
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<p>
Prepare texture node, adding it to the list, if not prepared already. Accepts multi texture or not-multi texture nodes, accepts (and ignores) also <code>Nil</code> as <a class="normal" href="CastleRenderer.TGLTextureNodes.html#TextureNode">TextureNode</a>. Ignore not handled node classes.

<p>Returns created (or already existing) <a class="normal" href="CastleRenderer.TGLTextureNode.html">TGLTextureNode</a>, it may be useful in case of TGLMultiTextureNode.Prepare implementation.

<p>Returns <code>Nil</code> if Node not suitable for <a class="normal" href="CastleRenderer.TGLTextureNode.html">TGLTextureNode</a> (not handled, or not really a texture node at all).</p>
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<td class="itemcode"><a name="Bind"></a><code>function <b>Bind</b>(ANode: <a  href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>; const TextureUnit: Cardinal): boolean;</code></td>
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<p>
Only bind texture node. Calls <a class="normal" href="CastleRenderer.TGLTextureNode.html#Enable">TGLTextureNode.Enable</a> method. If no texture renderer is prepared for this node, returns <code>False</code>.</p>
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<td class="itemcode"><a name="Enable"></a><code>function <b>Enable</b>(ANode: <a  href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>; const TextureUnit: Cardinal; Shader: TShader; const Env: TTextureEnv): boolean;</code></td>
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<p>
Enable and bind texture node. Calls <a class="normal" href="CastleRenderer.TGLTextureNode.html#Enable">TGLTextureNode.Enable</a> method. If no texture renderer is prepared for this node, returns <code>False</code>.</p>
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<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PrepareInterfaceDeclarationsTextures"></a><code>procedure <b>PrepareInterfaceDeclarationsTextures</b>(const ANode: <a  href="X3DNodes.TX3DNode.html">TX3DNode</a>; const State: <a  href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>; const Renderer: <a  href="CastleRenderer.TGLRenderer.html">TGLRenderer</a>);</code></td>
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<p>
Prepare / unprepare all textures inside Node.InterfaceDeclarations SFNode / MFNode fields.</p>
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<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="UnprepareInterfaceDeclarationsTextures"></a><code>procedure <b>UnprepareInterfaceDeclarationsTextures</b>(const ANode: <a  href="X3DNodes.TX3DNode.html">TX3DNode</a>; const Renderer: <a  href="CastleRenderer.TGLRenderer.html">TGLRenderer</a>);</code></td>
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&nbsp;</td></tr>
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<h3 class="detail">Properties</h3>
<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Items"></a><code>property <b>Items</b>[Index:Integer]: <a  href="CastleRenderer.TGLTextureNode.html">TGLTextureNode</a> read GetItems;</code></td>
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&nbsp;</td></tr>
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