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<title>Castle Game Engine: X3DNodes: Class TMFNodeShaders</title>
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<a name="TMFNodeShaders"></a><h1 class="cio">Class TMFNodeShaders</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="X3DNodes.html">X3DNodes</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TMFNodeShaders = class(<a class="normal" href="X3DNodes.TMFNode.html">TMFNode</a>)</code></p>
<h2 class="description">Description</h2>
<div class="nodescription">no description available, TMFNode description follows</div><p>
VRML/X3D field holding a list of nodes.
<p>Just like SFNode, it's defined in this unit, as it uses <a class="normal" href="X3DNodes.TX3DNode.html">TX3DNode</a>. Note that items of MFNode <i>cannot</i> be nil (i.e. VRML/X3D doesn't allow to use NULL inside MFNode), contrary to SFNode.
<p>Note that <code>TMFNode</code> implementation doesn't use <a class="normal" href="X3DFields.TX3DSimpleMultField.html">TX3DSimpleMultField</a>. One reason is that we don't want to parse MFNode items by SFNode parser, because MFNode doesn't allow NULL items. (In the past, another argument was that we want to use <a class="normal" href="X3DNodes.TX3DNodeList.html">TX3DNodeList</a> and it wasn't compatible with <a class="normal" href="X3DFields.TX3DSimpleMultField.html">TX3DSimpleMultField</a>. But now <a class="normal" href="X3DNodes.TX3DNodeList.html">TX3DNodeList</a> descends from TFPSList, so it isn't a problem.)
<p>Just like for <a class="normal" href="X3DNodes.TSFNode.html">TSFNode</a>: Note that we store AllowedChildren list, which is a list of classes allowed as Items. But this is used only to produce warnings for a user. You should never assert that every item actually is one the requested classes.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TPersistent</li>
<li class="ancestor"><a class="normal" href="CastleInterfaces.TNonRefCountedInterfacedPersistent.html">TNonRefCountedInterfacedPersistent</a></li>
<li class="ancestor"><a class="normal" href="X3DFields.TX3DFileItem.html">TX3DFileItem</a></li>
<li class="ancestor"><a class="normal" href="X3DFields.TX3DFieldOrEvent.html">TX3DFieldOrEvent</a></li>
<li class="ancestor"><a class="normal" href="X3DFields.TX3DField.html">TX3DField</a></li>
<li class="ancestor"><a class="normal" href="X3DFields.TX3DMultField.html">TX3DMultField</a></li>
<li class="ancestor"><a class="normal" href="X3DNodes.TMFNode.html">TMFNode</a></li>
<li class="thisitem">TMFNodeShaders</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="X3DNodes.TMFNodeShaders.html#ExposedEventsFieldClass">ExposedEventsFieldClass</a></b>: <a href="X3DFields.html#TX3DFieldClass">TX3DFieldClass</a>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TMFNodeShaders.html#GLSLShader">GLSLShader</a></b>(Index: Integer): <a href="X3DNodes.TComposedShaderNode.html">TComposedShaderNode</a>;</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="ExposedEventsFieldClass"></a><code>class function <b>ExposedEventsFieldClass</b>: <a href="X3DFields.html#TX3DFieldClass">TX3DFieldClass</a>; override;</code></td>
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<td class="itemcode"><a name="GLSLShader"></a><code>function <b>GLSLShader</b>(Index: Integer): <a href="X3DNodes.TComposedShaderNode.html">TComposedShaderNode</a>;</code></td>
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Returns Items[Index], if it's a shader node suitable for GLSL shader. Otherwise returns <code>Nil</code>. Checks the class of Items[Index] and it's <code>language</code> field.</p>
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