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<title>Castle Game Engine: X3DNodes: Class TMaterialNode</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="TMaterialNode"></a><h1 class="cio">Class TMaterialNode</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><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="X3DNodes.html">X3DNodes</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TMaterialNode = class(<a class="normal" href="X3DNodes.TAbstractMaterialNode.html">TAbstractMaterialNode</a>)</code></p>
<h2 class="description">Description</h2>
<div class="nodescription">no description available, TAbstractMaterialNode description follows</div><div class="nodescription">no description available, TAbstractAppearanceChildNode description follows</div><div class="nodescription">no description available, TAbstractNode description follows</div><p>
Base X3D node.
<p>Almost all X3D nodes inherit from this. (Exception: X3DMetadataObject. So you cannot have metadata of metadata of...)</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="X3DNodes.TX3DNode.html">TX3DNode</a></li>
<li class="ancestor"><a class="normal" href="X3DNodes.TAbstractNode.html">TAbstractNode</a></li>
<li class="ancestor"><a class="normal" href="X3DNodes.TAbstractAppearanceChildNode.html">TAbstractAppearanceChildNode</a></li>
<li class="ancestor"><a class="normal" href="X3DNodes.TAbstractMaterialNode.html">TAbstractMaterialNode</a></li>
<li class="thisitem">TMaterialNode</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>procedure <b><a href="X3DNodes.TMaterialNode.html#CreateNode">CreateNode</a></b>; override;</code></td>
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<td class="itemcode"><code>class function <b><a href="X3DNodes.TMaterialNode.html#ClassNodeTypeName">ClassNodeTypeName</a></b>: string; override;</code></td>
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<td class="itemcode"><code>class function <b><a href="X3DNodes.TMaterialNode.html#URNMatching">URNMatching</a></b>(const URN: string): boolean; override;</code></td>
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<td class="itemcode"><code>class function <b><a href="X3DNodes.TMaterialNode.html#ForVRMLVersion">ForVRMLVersion</a></b>(const Version: <a href="X3DNodes.html#TX3DVersion">TX3DVersion</a>): boolean; override;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TMaterialNode.html#Opacity">Opacity</a></b>: Single;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TMaterialNode.html#ShininessExp">ShininessExp</a></b>: Single;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TMaterialNode.html#MaterialInfo">MaterialInfo</a></b>: <a href="X3DNodes.TX3DMaterialInfo.html">TX3DMaterialInfo</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TMaterialNode.html#OnlyEmissiveMaterial">OnlyEmissiveMaterial</a></b>: boolean;</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="X3DNodes.TMaterialNode.html#FdAmbientIntensity">FdAmbientIntensity</a></b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdAmbientIntensity;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TMaterialNode.html#FdDiffuseColor">FdDiffuseColor</a></b>: <a href="X3DFields.TSFColor.html">TSFColor</a> read FFdDiffuseColor;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TMaterialNode.html#FdEmissiveColor">FdEmissiveColor</a></b>: <a href="X3DFields.TSFColor.html">TSFColor</a> read FFdEmissiveColor;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TMaterialNode.html#FdShininess">FdShininess</a></b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdShininess;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TMaterialNode.html#FdSpecularColor">FdSpecularColor</a></b>: <a href="X3DFields.TSFColor.html">TSFColor</a> read FFdSpecularColor;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TMaterialNode.html#FdTransparency">FdTransparency</a></b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdTransparency;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TMaterialNode.html#FdFogImmune">FdFogImmune</a></b>: <a href="X3DFields.TSFBool.html">TSFBool</a> read FFdFogImmune;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TMaterialNode.html#FdMirror">FdMirror</a></b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdMirror;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TMaterialNode.html#FdReflSpecular">FdReflSpecular</a></b>: <a href="X3DFields.TMFColor.html">TMFColor</a> read FFdReflSpecular;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TMaterialNode.html#FdReflDiffuse">FdReflDiffuse</a></b>: <a href="X3DFields.TMFColor.html">TMFColor</a> read FFdReflDiffuse;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TMaterialNode.html#FdTransSpecular">FdTransSpecular</a></b>: <a href="X3DFields.TMFColor.html">TMFColor</a> read FFdTransSpecular;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TMaterialNode.html#FdTransDiffuse">FdTransDiffuse</a></b>: <a href="X3DFields.TMFColor.html">TMFColor</a> read FFdTransDiffuse;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TMaterialNode.html#FdReflSpecularExp">FdReflSpecularExp</a></b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdReflSpecularExp;</code></td>
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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>property <b><a href="X3DNodes.TMaterialNode.html#FdTransSpecularExp">FdTransSpecularExp</a></b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdTransSpecularExp;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">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"><a name="CreateNode"></a><code>procedure <b>CreateNode</b>; override;</code></td>
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<td class="itemcode"><a name="ClassNodeTypeName"></a><code>class function <b>ClassNodeTypeName</b>: string; override;</code></td>
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<td class="itemcode"><a name="URNMatching"></a><code>class function <b>URNMatching</b>(const URN: string): boolean; override;</code></td>
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<td class="itemcode"><a name="ForVRMLVersion"></a><code>class function <b>ForVRMLVersion</b>(const Version: <a href="X3DNodes.html#TX3DVersion">TX3DVersion</a>): boolean; override;</code></td>
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<td class="itemcode"><a name="Opacity"></a><code>function <b>Opacity</b>: Single;</code></td>
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<p>
Opacity is just a 1 - FdTransparency.Value. Defined for your comfort — for OpenGL you will usually want to pass Opacity, not Transparency.</p>
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<td class="itemcode"><a name="ShininessExp"></a><code>function <b>ShininessExp</b>: Single;</code></td>
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<p>
<code>ShininessExp</code> is just 128 * FdShininess.Value, this is the "real" exponent indicated by shininess field value. Defined for your comfort — for any graphic library you will usually want to pass the "real" exponent given by this function, not just value of shininess field.</p>
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<td class="itemcode"><a name="MaterialInfo"></a><code>function <b>MaterialInfo</b>: <a href="X3DNodes.TX3DMaterialInfo.html">TX3DMaterialInfo</a>;</code></td>
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<p>
Create material information based on this node. Returned <a class="normal" href="X3DNodes.TX3DMaterialInfo.html">TX3DMaterialInfo</a> is valid only as long as this node instance.</p>
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<td class="itemcode"><a name="OnlyEmissiveMaterial"></a><code>function <b>OnlyEmissiveMaterial</b>: boolean;</code></td>
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<p>
Only emissiveColor is non-zero, which means that the material behaves like unlit. When ambient and diffuse and specular colors are all zero, then this material is similar to unlit material (in X3D: "Appearance.material=NULL" case), but it's color/transparency is still configurable (using <a class="normal" href="X3DNodes.TMaterialNode.html#FdEmissiveColor">FdEmissiveColor</a> and <a class="normal" href="X3DNodes.TMaterialNode.html#FdTransparency">FdTransparency</a> fields).
<p>We can optimize this case when rendering.</p>
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<h3 class="detail">Properties</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"><a name="FdAmbientIntensity"></a><code>property <b>FdAmbientIntensity</b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdAmbientIntensity;</code></td>
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<td class="itemcode"><a name="FdDiffuseColor"></a><code>property <b>FdDiffuseColor</b>: <a href="X3DFields.TSFColor.html">TSFColor</a> read FFdDiffuseColor;</code></td>
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<td class="itemcode"><a name="FdEmissiveColor"></a><code>property <b>FdEmissiveColor</b>: <a href="X3DFields.TSFColor.html">TSFColor</a> read FFdEmissiveColor;</code></td>
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<td class="itemcode"><a name="FdShininess"></a><code>property <b>FdShininess</b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdShininess;</code></td>
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<td class="itemcode"><a name="FdSpecularColor"></a><code>property <b>FdSpecularColor</b>: <a href="X3DFields.TSFColor.html">TSFColor</a> read FFdSpecularColor;</code></td>
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<td class="itemcode"><a name="FdTransparency"></a><code>property <b>FdTransparency</b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdTransparency;</code></td>
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<td class="itemcode"><a name="FdFogImmune"></a><code>property <b>FdFogImmune</b>: <a href="X3DFields.TSFBool.html">TSFBool</a> read FFdFogImmune;</code></td>
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<td class="itemcode"><a name="FdMirror"></a><code>property <b>FdMirror</b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdMirror;</code></td>
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<td class="itemcode"><a name="FdReflSpecular"></a><code>property <b>FdReflSpecular</b>: <a href="X3DFields.TMFColor.html">TMFColor</a> read FFdReflSpecular;</code></td>
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<td class="itemcode"><a name="FdReflDiffuse"></a><code>property <b>FdReflDiffuse</b>: <a href="X3DFields.TMFColor.html">TMFColor</a> read FFdReflDiffuse;</code></td>
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<td class="itemcode"><a name="FdTransSpecular"></a><code>property <b>FdTransSpecular</b>: <a href="X3DFields.TMFColor.html">TMFColor</a> read FFdTransSpecular;</code></td>
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<td class="itemcode"><a name="FdTransDiffuse"></a><code>property <b>FdTransDiffuse</b>: <a href="X3DFields.TMFColor.html">TMFColor</a> read FFdTransDiffuse;</code></td>
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<td class="itemcode"><a name="FdReflSpecularExp"></a><code>property <b>FdReflSpecularExp</b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdReflSpecularExp;</code></td>
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<td class="itemcode"><a name="FdTransSpecularExp"></a><code>property <b>FdTransSpecularExp</b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdTransSpecularExp;</code></td>
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