File: CastleRenderer.TRenderingAttributes.html

package info (click to toggle)
castle-game-engine 5.2.0-3
  • links: PTS, VCS
  • area: main
  • in suites: stretch
  • size: 185,428 kB
  • sloc: pascal: 260,781; cpp: 1,363; objc: 713; makefile: 537; xml: 496; sh: 480; php: 4
file content (658 lines) | stat: -rw-r--r-- 44,267 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>Castle Game Engine: CastleRenderer: Class TRenderingAttributes</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<table class="container"><tr><td class="navigation">
<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="TRenderingAttributes"></a><h1 class="cio">Class TRenderingAttributes</h1>
<table class="sections wide_list">
<tr>
<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><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 TRenderingAttributes = class(TPersistent)</code></p>
<h2 class="description">Description</h2>
<p>
Various properties that control rendering done with <a class="normal" href="CastleRenderer.TGLRenderer.html">TGLRenderer</a>.

<p>They are collected here, in a class separate from <a class="normal" href="CastleRenderer.TGLRenderer.html">TGLRenderer</a>, because various things (like <a class="normal" href="CastleScene.TCastleScene.html">TCastleScene</a> and <a class="normal" href="CastlePrecalculatedAnimation.TCastlePrecalculatedAnimation.html">TCastlePrecalculatedAnimation</a>) wrap <a class="normal" href="CastleRenderer.TGLRenderer.html">TGLRenderer</a> instances and hide it, but still they want to allow user to change these attributes.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TPersistent</li>
<li class="thisitem">TRenderingAttributes</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>internal const <b><a  href="CastleRenderer.TRenderingAttributes.html#DefaultPointSize">DefaultPointSize</a></b> = 3.0;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>internal const <b><a  href="CastleRenderer.TRenderingAttributes.html#DefaultLineWidth">DefaultLineWidth</a></b> = 2.0;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>internal const <b><a  href="CastleRenderer.TRenderingAttributes.html#DefaultShaders">DefaultShaders</a></b> = srWhenRequired;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>internal const <b><a  href="CastleRenderer.TRenderingAttributes.html#DefaultBumpMapping">DefaultBumpMapping</a></b> = bmBasic;</code></td>
</tr>
</table>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TRenderingAttributes.html#SetOnRadianceTransfer">SetOnRadianceTransfer</a></b>(const Value: <a  href="CastleArraysGenerator.html#TRadianceTransferFunction">TRadianceTransferFunction</a>); virtual;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TRenderingAttributes.html#SetOnVertexColor">SetOnVertexColor</a></b>(const Value: <a  href="CastleArraysGenerator.html#TVertexColorFunction">TVertexColorFunction</a>); virtual;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TRenderingAttributes.html#SetEnableTextures">SetEnableTextures</a></b>(const Value: boolean); virtual;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TRenderingAttributes.html#SetMinificationFilter">SetMinificationFilter</a></b>(const Value: <a  href="CastleGLImages.html#TMinificationFilter">TMinificationFilter</a>); virtual;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TRenderingAttributes.html#SetMagnificationFilter">SetMagnificationFilter</a></b>(const Value: <a  href="CastleGLImages.html#TMagnificationFilter">TMagnificationFilter</a>); virtual;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TRenderingAttributes.html#SetBumpMapping">SetBumpMapping</a></b>(const Value: <a  href="CastleRenderer.html#TBumpMapping">TBumpMapping</a>); virtual;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TRenderingAttributes.html#SetMode">SetMode</a></b>(const Value: <a  href="CastleRenderer.html#TRenderingMode">TRenderingMode</a>); virtual;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TRenderingAttributes.html#SetShadowSampling">SetShadowSampling</a></b>(const Value: <a  href="X3DShadowMaps.html#TShadowSampling">TShadowSampling</a>); virtual;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TRenderingAttributes.html#SetVertexBufferObject">SetVertexBufferObject</a></b>(const Value: boolean); virtual;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TRenderingAttributes.html#SetVisualizeDepthMap">SetVisualizeDepthMap</a></b>(const Value: boolean); virtual;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TRenderingAttributes.html#SetShaders">SetShaders</a></b>(const Value: <a  href="CastleRenderer.html#TShadersRendering">TShadersRendering</a>); virtual;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TRenderingAttributes.html#ReleaseCachedResources">ReleaseCachedResources</a></b>; virtual;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>constructor <b><a  href="CastleRenderer.TRenderingAttributes.html#Create">Create</a></b>; virtual;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TRenderingAttributes.html#Assign">Assign</a></b>(Source: TPersistent); override;</code></td>
</tr>
<tr class="list">
<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.TRenderingAttributes.html#EqualForShapeCache">EqualForShapeCache</a></b>(SecondValue: <a  href="CastleRenderer.TRenderingAttributes.html">TRenderingAttributes</a>): boolean; virtual;</code></td>
</tr>
<tr class="list2">
<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.TRenderingAttributes.html#TextureFilter">TextureFilter</a></b>: <a  href="CastleGLImages.TTextureFilter.html">TTextureFilter</a>;</code></td>
</tr>
</table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#OnRadianceTransfer">OnRadianceTransfer</a></b>: <a  href="CastleArraysGenerator.html#TRadianceTransferFunction">TRadianceTransferFunction</a>
      read FOnRadianceTransfer write <a  href="CastleRenderer.TRenderingAttributes.html#SetOnRadianceTransfer">SetOnRadianceTransfer</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#OnVertexColor">OnVertexColor</a></b>: <a  href="CastleArraysGenerator.html#TVertexColorFunction">TVertexColorFunction</a>
      read FOnVertexColor write <a  href="CastleRenderer.TRenderingAttributes.html#SetOnVertexColor">SetOnVertexColor</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#Lighting">Lighting</a></b>: boolean
      read FLighting write FLighting default true;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#UseSceneLights">UseSceneLights</a></b>: boolean
      read FUseSceneLights write FUseSceneLights default true;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#Opacity">Opacity</a></b>: Single read FOpacity write FOpacity default 1;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#EnableTextures">EnableTextures</a></b>: boolean
      read FEnableTextures write <a  href="CastleRenderer.TRenderingAttributes.html#SetEnableTextures">SetEnableTextures</a> default true;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#MinificationFilter">MinificationFilter</a></b>: <a  href="CastleGLImages.html#TMinificationFilter">TMinificationFilter</a>
      read FMinificationFilter write <a  href="CastleRenderer.TRenderingAttributes.html#SetMinificationFilter">SetMinificationFilter</a> default minLinearMipmapLinear;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#MagnificationFilter">MagnificationFilter</a></b>: <a  href="CastleGLImages.html#TMagnificationFilter">TMagnificationFilter</a>
      read FMagnificationFilter write <a  href="CastleRenderer.TRenderingAttributes.html#SetMagnificationFilter">SetMagnificationFilter</a> default magLinear;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#PointSize">PointSize</a></b>: <a  href="CastleGLUtils.html#TGLfloat">TGLFloat</a>
      read FPointSize write FPointSize default <a  href="CastleRenderer.TRenderingAttributes.html#DefaultPointSize">DefaultPointSize</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#LineWidth">LineWidth</a></b>: Single
      read FLineWidth write FLineWidth default <a  href="CastleRenderer.TRenderingAttributes.html#DefaultLineWidth">DefaultLineWidth</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#BumpMapping">BumpMapping</a></b>: <a  href="CastleRenderer.html#TBumpMapping">TBumpMapping</a>
      read FBumpMapping write <a  href="CastleRenderer.TRenderingAttributes.html#SetBumpMapping">SetBumpMapping</a> default <a  href="CastleRenderer.TRenderingAttributes.html#DefaultBumpMapping">DefaultBumpMapping</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#Shaders">Shaders</a></b>: <a  href="CastleRenderer.html#TShadersRendering">TShadersRendering</a> read FShaders write FShaders
      default <a  href="CastleRenderer.TRenderingAttributes.html#DefaultShaders">DefaultShaders</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#CustomShader">CustomShader</a></b>: <a  href="CastleGLShaders.TGLSLProgram.html">TGLSLProgram</a> read FCustomShader write FCustomShader;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#CustomShaderAlphaTest">CustomShaderAlphaTest</a></b>: <a  href="CastleGLShaders.TGLSLProgram.html">TGLSLProgram</a> read FCustomShaderAlphaTest write FCustomShaderAlphaTest;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#Mode">Mode</a></b>: <a  href="CastleRenderer.html#TRenderingMode">TRenderingMode</a> read FMode write <a  href="CastleRenderer.TRenderingAttributes.html#SetMode">SetMode</a> default rmFull;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#VertexBufferObject">VertexBufferObject</a></b>: boolean
      read FVertexBufferObject write <a  href="CastleRenderer.TRenderingAttributes.html#SetVertexBufferObject">SetVertexBufferObject</a> default true;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#ShadowSampling">ShadowSampling</a></b>: <a  href="X3DShadowMaps.html#TShadowSampling">TShadowSampling</a>
      read FShadowSampling write <a  href="CastleRenderer.TRenderingAttributes.html#SetShadowSampling">SetShadowSampling</a>
      default <a  href="X3DShadowMaps.html#DefaultShadowSampling">DefaultShadowSampling</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#VisualizeDepthMap">VisualizeDepthMap</a></b>: boolean
      read FVisualizeDepthMap write <a  href="CastleRenderer.TRenderingAttributes.html#SetVisualizeDepthMap">SetVisualizeDepthMap</a> default false;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TRenderingAttributes.html#DepthTest">DepthTest</a></b>: boolean read FDepthTest write FDepthTest default true;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultPointSize"></a><code>internal const <b>DefaultPointSize</b> = 3.0;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultLineWidth"></a><code>internal const <b>DefaultLineWidth</b> = 2.0;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultShaders"></a><code>internal const <b>DefaultShaders</b> = srWhenRequired;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultBumpMapping"></a><code>internal const <b>DefaultBumpMapping</b> = bmBasic;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<h3 class="detail">Methods</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="SetOnRadianceTransfer"></a><code>procedure <b>SetOnRadianceTransfer</b>(const Value: <a  href="CastleArraysGenerator.html#TRadianceTransferFunction">TRadianceTransferFunction</a>); virtual;</code></td>
</tr>
<tr><td colspan="2">
<p>
These methods just set the value on given property, eventually (some of them) calling <a class="normal" href="CastleRenderer.TRenderingAttributes.html#ReleaseCachedResources">ReleaseCachedResources</a>. </p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="SetOnVertexColor"></a><code>procedure <b>SetOnVertexColor</b>(const Value: <a  href="CastleArraysGenerator.html#TVertexColorFunction">TVertexColorFunction</a>); virtual;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="SetEnableTextures"></a><code>procedure <b>SetEnableTextures</b>(const Value: boolean); virtual;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="SetMinificationFilter"></a><code>procedure <b>SetMinificationFilter</b>(const Value: <a  href="CastleGLImages.html#TMinificationFilter">TMinificationFilter</a>); virtual;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="SetMagnificationFilter"></a><code>procedure <b>SetMagnificationFilter</b>(const Value: <a  href="CastleGLImages.html#TMagnificationFilter">TMagnificationFilter</a>); virtual;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="SetBumpMapping"></a><code>procedure <b>SetBumpMapping</b>(const Value: <a  href="CastleRenderer.html#TBumpMapping">TBumpMapping</a>); virtual;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="SetMode"></a><code>procedure <b>SetMode</b>(const Value: <a  href="CastleRenderer.html#TRenderingMode">TRenderingMode</a>); virtual;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="SetShadowSampling"></a><code>procedure <b>SetShadowSampling</b>(const Value: <a  href="X3DShadowMaps.html#TShadowSampling">TShadowSampling</a>); virtual;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="SetVertexBufferObject"></a><code>procedure <b>SetVertexBufferObject</b>(const Value: boolean); virtual;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="SetVisualizeDepthMap"></a><code>procedure <b>SetVisualizeDepthMap</b>(const Value: boolean); virtual;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="SetShaders"></a><code>procedure <b>SetShaders</b>(const Value: <a  href="CastleRenderer.html#TShadersRendering">TShadersRendering</a>); virtual;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="ReleaseCachedResources"></a><code>procedure <b>ReleaseCachedResources</b>; virtual;</code></td>
</tr>
<tr><td colspan="2">
<p>
Called before changing an attribute that requires the release of things cached in a renderer. This includes attributes that affect:

<p></p>

<ul class="paragraph_spacing">
  <li><p>How TShapeCache.Arrays contents are generated. For example, Generator uses TexCoordsNeeded, so changing any attribute that affects TexCoordsNeeded calls this method. Likewise <a class="normal" href="CastleRenderer.TRenderingAttributes.html#OnVertexColor">OnVertexColor</a> determines if color array will be loaded at all.</p></li>
  <li><p>How (and if) TShapeCache.Vbo are loaded.</p></li>
  <li><p>How textures are loaded (texture filtering options affect them).</p></li>
</ul>

<p></p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>; virtual;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Assign"></a><code>procedure <b>Assign</b>(Source: TPersistent); override;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="EqualForShapeCache"></a><code>function <b>EqualForShapeCache</b>(SecondValue: <a  href="CastleRenderer.TRenderingAttributes.html">TRenderingAttributes</a>): boolean; virtual;</code></td>
</tr>
<tr><td colspan="2">
<p>
Is the second <a class="normal" href="CastleRenderer.TRenderingAttributes.html">TRenderingAttributes</a> instance on all fields that affect <a class="normal" href="CastleRenderer.TShapeCache.html">TShapeCache</a>, that is things that affect generated geometry arrays or vbo. This compares the subset of variables that call <a class="normal" href="CastleRenderer.TRenderingAttributes.html#ReleaseCachedResources">ReleaseCachedResources</a> &mdash; only the ones that affect <a class="normal" href="CastleRenderer.TShapeCache.html">TShapeCache</a>.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="TextureFilter"></a><code>function <b>TextureFilter</b>: <a  href="CastleGLImages.TTextureFilter.html">TTextureFilter</a>;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<h3 class="detail">Properties</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="OnRadianceTransfer"></a><code>property <b>OnRadianceTransfer</b>: <a  href="CastleArraysGenerator.html#TRadianceTransferFunction">TRadianceTransferFunction</a>
      read FOnRadianceTransfer write <a  href="CastleRenderer.TRenderingAttributes.html#SetOnRadianceTransfer">SetOnRadianceTransfer</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Calculate vertex color from radiance transfer. If this is assigned, and geometry object has radianceTransfer field (see [<a  href="http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_radiance_transfer">http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_radiance_transfer</a>]) then this is used to calculate the color of each vertex.

<p>Note that this is evaluated when object is rendered. It causes the shapes resources to be regenerated at each render frame, since we have to assume that results of this function change.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="OnVertexColor"></a><code>property <b>OnVertexColor</b>: <a  href="CastleArraysGenerator.html#TVertexColorFunction">TVertexColorFunction</a>
      read FOnVertexColor write <a  href="CastleRenderer.TRenderingAttributes.html#SetOnVertexColor">SetOnVertexColor</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Calculate vertex color for given vertex by a callback. If this is assigned, then this is used to calculate the color of each vertex.

<p>Note that this is evaluated when object is rendered. It causes the shapes resources to be regenerated at each render frame, since we have to assume that results of this function change.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Lighting"></a><code>property <b>Lighting</b>: boolean
      read FLighting write FLighting default true;</code></td>
</tr>
<tr><td colspan="2">
<p>
Enable OpenGL lighting when rendering. This is <code>True</code> by default, since it's almost always wanted.

<p>When Lighting is <code>False</code>, we disable OpenGL lighting. (We had previously a different approach, when we left GL_LIGHTING untouched and caller could enable/disable it. But this doesn't really work for modern OpenGL, the renderer really has to know if lighting is enabled. (to generate proper shaders, and to avoid clumsy glPushAttrib / glPopAttrib at some places).)</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="UseSceneLights"></a><code>property <b>UseSceneLights</b>: boolean
      read FUseSceneLights write FUseSceneLights default true;</code></td>
</tr>
<tr><td colspan="2">
<p>
Should we setup VRML/X3D lights as OpenGL lights during rendering.

<p>VRML/X3D lights are loaded into OpenGL lights. All OpenGL lights are always used (we always start from the first OpenGL light 0, up to the last available OpenGL light &mdash; this is necessary, as shader pipeline must know all the lights anyway).

<p>Initial OpenGL lights are reserved for BaseLights (useful for you to define any lights from outside of the scene). Then following OpenGL lights are reserved for the lights defined in your scene (if this property is <code>True</code>). The remaining OpenGL lights, if any, are not used (we make sure they are disabled for fixed-function pipeline).

<p>This is independent from the <a class="normal" href="CastleRenderer.TRenderingAttributes.html#Lighting">Lighting</a> property (which merely says whether we will turn OpenGL lighting on at all).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Opacity"></a><code>property <b>Opacity</b>: Single read FOpacity write FOpacity default 1;</code></td>
</tr>
<tr><td colspan="2">
<p>
Opacity for all rendered shapes. Setting this to something &lt; 1 you can make every shape transparent.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="EnableTextures"></a><code>property <b>EnableTextures</b>: boolean
      read FEnableTextures write <a  href="CastleRenderer.TRenderingAttributes.html#SetEnableTextures">SetEnableTextures</a> default true;</code></td>
</tr>
<tr><td colspan="2">
<p>
Take model textures into account. When <code>True</code> (default), then our engine takes care of everything related to texturing for you: enabling and using textures for textured parts of the model, disabling textures for non-textured parts.

<p>Otherwise, textures are disabled.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="MinificationFilter"></a><code>property <b>MinificationFilter</b>: <a  href="CastleGLImages.html#TMinificationFilter">TMinificationFilter</a>
      read FMinificationFilter write <a  href="CastleRenderer.TRenderingAttributes.html#SetMinificationFilter">SetMinificationFilter</a> default minLinearMipmapLinear;</code></td>
</tr>
<tr><td colspan="2">
<p>
Default minification and magnification filters for textures. These can be overridden on a per-texture basis in VRML / X3D files by X3D TextureProperties node (see X3D specification).

<p></p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="MagnificationFilter"></a><code>property <b>MagnificationFilter</b>: <a  href="CastleGLImages.html#TMagnificationFilter">TMagnificationFilter</a>
      read FMagnificationFilter write <a  href="CastleRenderer.TRenderingAttributes.html#SetMagnificationFilter">SetMagnificationFilter</a> default magLinear;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PointSize"></a><code>property <b>PointSize</b>: <a  href="CastleGLUtils.html#TGLfloat">TGLFloat</a>
      read FPointSize write FPointSize default <a  href="CastleRenderer.TRenderingAttributes.html#DefaultPointSize">DefaultPointSize</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Size of points. This has an effect on VRML/X3D PointSet rendering. Must be &gt; 0.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="LineWidth"></a><code>property <b>LineWidth</b>: Single
      read FLineWidth write FLineWidth default <a  href="CastleRenderer.TRenderingAttributes.html#DefaultLineWidth">DefaultLineWidth</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Line width. This has an effect on VRML/X3D LineSet rendering, and on wireframe rendering for <a class="normal" href="CastleScene.TSceneRenderingAttributes.html#WireframeEffect">TSceneRenderingAttributes.WireframeEffect</a>. Must be &gt; 0.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="BumpMapping"></a><code>property <b>BumpMapping</b>: <a  href="CastleRenderer.html#TBumpMapping">TBumpMapping</a>
      read FBumpMapping write <a  href="CastleRenderer.TRenderingAttributes.html#SetBumpMapping">SetBumpMapping</a> default <a  href="CastleRenderer.TRenderingAttributes.html#DefaultBumpMapping">DefaultBumpMapping</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Use bump mapping. To actually use this, particular shape must also provide normal map (and height map, if you want parallax bump mapping). This also requires some OpenGL capabilities, in particular GLSL.

<p>Simple bump mapping (when only normal map is available) means that normals are provided in the texture, and lighting is calculated per-fragment.

<p>Parallax bump mapping means that additionally the texture coordinate is perturbed, based on height map and camera direction, to create illusion of 3D shape instead of flat surface. This makes e.g. the bricks on the texture really visible as &quot;standing out&quot;, in 3D, from the wall. And self-shadowing means that these bricks even cast appropriate shadows on each other.

<p>Steep parallax mapping requires good GPU to work correctly and fast enough.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Shaders"></a><code>property <b>Shaders</b>: <a  href="CastleRenderer.html#TShadersRendering">TShadersRendering</a> read FShaders write FShaders
      default <a  href="CastleRenderer.TRenderingAttributes.html#DefaultShaders">DefaultShaders</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
When GLSL shaders are used.

<p></p>

<ul class="paragraph_spacing">
  <li><p>srDisable Never use shaders for anything. This means that &quot;shaders&quot;, &quot;effects&quot; VRML/X3D fields are ignored, and various effects are disabled (like shadow maps, bump mapping, screen effects). No GLSL program is active, we always force fixed-function pipeline.</p></li>
  <li><p>srWhenRequired Enable only for shapes that require it. For shapes that don't strictly require shaders (don't have ComposedShader, don't use shadow maps, don't have any shader effects etc.) use fixed-function pipeline.</p></li>
  <li><p>srAlways Enable for all shapes, render everything by GLSL shaders. Everything will look beautiful (per-pixel lighting for all shapes), but rendering may be slower.</p></li>
</ul>

<p>

<p>Note that Mode &lt;&gt; rmFull also disables all shaders. That is, when Mode &lt;&gt; rmFull, the value of this property doesn't matter, it's always treated like srDisable.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CustomShader"></a><code>property <b>CustomShader</b>: <a  href="CastleGLShaders.TGLSLProgram.html">TGLSLProgram</a> read FCustomShader write FCustomShader;</code></td>
</tr>
<tr><td colspan="2">
<p>
Custom GLSL shader to use for the whole scene. When this is assigned, <a class="normal" href="CastleRenderer.TRenderingAttributes.html#Shaders">Shaders</a> value is ignored.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CustomShaderAlphaTest"></a><code>property <b>CustomShaderAlphaTest</b>: <a  href="CastleGLShaders.TGLSLProgram.html">TGLSLProgram</a> read FCustomShaderAlphaTest write FCustomShaderAlphaTest;</code></td>
</tr>
<tr><td colspan="2">
<p>
Alternative custom GLSL shader used when alpha test is necessary. Relevant only if <a class="normal" href="CastleRenderer.TRenderingAttributes.html#CustomShader">CustomShader</a> &lt;&gt; nil.

<p><i>Do not use this.</i> This is a temporary hack to enable VSM working with alpha test. It's not clean, and should not be used for anything else.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Mode"></a><code>property <b>Mode</b>: <a  href="CastleRenderer.html#TRenderingMode">TRenderingMode</a> read FMode write <a  href="CastleRenderer.TRenderingAttributes.html#SetMode">SetMode</a> default rmFull;</code></td>
</tr>
<tr><td colspan="2">
<p>
Rendering mode, can be used to disable many rendering features at once.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="VertexBufferObject"></a><code>property <b>VertexBufferObject</b>: boolean
      read FVertexBufferObject write <a  href="CastleRenderer.TRenderingAttributes.html#SetVertexBufferObject">SetVertexBufferObject</a> default true;</code></td>
</tr>
<tr><td colspan="2">
<p>
Use OpenGL vertex buffer object. This is always a good idea. You can set this to <code>False</code> for debug purposes, e.g. to check how much speedup you get from VBO.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ShadowSampling"></a><code>property <b>ShadowSampling</b>: <a  href="X3DShadowMaps.html#TShadowSampling">TShadowSampling</a>
      read FShadowSampling write <a  href="CastleRenderer.TRenderingAttributes.html#SetShadowSampling">SetShadowSampling</a>
      default <a  href="X3DShadowMaps.html#DefaultShadowSampling">DefaultShadowSampling</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Shadow maps sampling. Various approaches result in various quality and speed.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="VisualizeDepthMap"></a><code>property <b>VisualizeDepthMap</b>: boolean
      read FVisualizeDepthMap write <a  href="CastleRenderer.TRenderingAttributes.html#SetVisualizeDepthMap">SetVisualizeDepthMap</a> default false;</code></td>
</tr>
<tr><td colspan="2">
<p>
Visualize depths stored in the shadow maps, instead of using them to actually make shadow.

<p>Even without turning this on, VRML author can always activate it explicitly for specific lights. For this, you have to use <code>X3DLightNode.defaultShadowMap</code> field, and place a GeneratedShadowMap node there. If the <code>GeneratedShadowMap.compareMode</code> is set to <code>'NONE'</code>, we will always visualize depths of this shadow map.

<p>Setting this property to <code>True</code> has the same effect as setting compareMode to &quot;NONE&quot; on all (explicit and implicitly created) GeneratedShadowMap nodes.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DepthTest"></a><code>property <b>DepthTest</b>: boolean read FDepthTest write FDepthTest default true;</code></td>
</tr>
<tr><td colspan="2">
<p>
By default, we use depth testing to determine which objects are in front of the others. This allows to display all 3D content (all <a class="normal" href="CastleScene.TCastleScene.html">TCastleScene</a> instances, and all shapes inside them) in any order.

<p>For very special purposes, you can disable depth testing. This means that 3D objects will always be drawn in front of the previous ones, in the order in which they are rendered, ignoring the contents of the depth buffer. Use only if you know what you're doing, if you're sure that the order of rendering will always be good.</p>
</td></tr>
</table>
<!-- Piwik -->
<script type="text/javascript">
  var _paq = _paq || [];
  _paq.push(["trackPageView"]);
  _paq.push(["enableLinkTracking"]);

  (function() {
    var u=(("https:" == document.location.protocol) ? "https" : "http") + "://michalis.ii.uni.wroc.pl/piwik-castle-engine/";
    _paq.push(["setTrackerUrl", u+"piwik.php"]);
    _paq.push(["setSiteId", "1"]);
    var d=document, g=d.createElement("script"), s=d.getElementsByTagName("script")[0]; g.type="text/javascript";
    g.defer=true; g.async=true; g.src=u+"piwik.js"; s.parentNode.insertBefore(g,s);
  })();
</script>
<!-- End Piwik Code -->

<noscript>
<!-- Piwik Image Tracker -->
<img src="http://michalis.ii.uni.wroc.pl/piwik-castle-engine/piwik.php?idsite=1&amp;rec=1" style="border:0" alt="" />
<!-- End Piwik -->
</noscript>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a  href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2015-06-15 04:43:11</em>
</span>
</td></tr></table></body></html>