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<title>Castle Game Engine: X3DNodes: Class TScreenEffectNode</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="TScreenEffectNode"></a><h1 class="cio">Class TScreenEffectNode</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>
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<a href="X3DNodes.html">X3DNodes</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TScreenEffectNode = class(<a class="normal" href="X3DNodes.TAbstractChildNode.html">TAbstractChildNode</a>)</code></p>
<h2 class="description">Description</h2>
<div class="nodescription">no description available, TAbstractChildNode 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.TAbstractChildNode.html">TAbstractChildNode</a></li>
<li class="thisitem">TScreenEffectNode</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.TScreenEffectNode.html#DirectEnumerateActive">DirectEnumerateActive</a></b>( Func: <a href="X3DNodes.html#TEnumerateChildrenFunction">TEnumerateChildrenFunction</a>); override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DNodes.TScreenEffectNode.html#CreateNode">CreateNode</a></b>; override;</code></td>
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<td class="itemcode"><code>destructor <b><a href="X3DNodes.TScreenEffectNode.html#Destroy">Destroy</a></b>; override;</code></td>
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<td class="itemcode"><code>class function <b><a href="X3DNodes.TScreenEffectNode.html#ClassNodeTypeName">ClassNodeTypeName</a></b>: string; override;</code></td>
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<td class="itemcode"><code>class function <b><a href="X3DNodes.TScreenEffectNode.html#URNMatching">URNMatching</a></b>(const URN: string): boolean; override;</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.TScreenEffectNode.html#FdShaders">FdShaders</a></b>: <a href="X3DNodes.TMFNodeShaders.html">TMFNodeShaders</a> read FFdShaders;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TScreenEffectNode.html#FdNeedsDepth">FdNeedsDepth</a></b>: <a href="X3DFields.TSFBool.html">TSFBool</a> read FFdNeedsDepth;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TScreenEffectNode.html#FdEnabled">FdEnabled</a></b>: <a href="X3DFields.TSFBool.html">TSFBool</a> read FFdEnabled;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TScreenEffectNode.html#Enabled">Enabled</a></b>: boolean read GetEnabled write SetEnabled;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TScreenEffectNode.html#Shader">Shader</a></b>: TObject read FShader write FShader;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TScreenEffectNode.html#ShaderLoaded">ShaderLoaded</a></b>: boolean read FShaderLoaded write FShaderLoaded;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TScreenEffectNode.html#StateForShaderPrepare">StateForShaderPrepare</a></b>: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>
read FStateForShaderPrepare;</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="DirectEnumerateActive"></a><code>procedure <b>DirectEnumerateActive</b>( Func: <a href="X3DNodes.html#TEnumerateChildrenFunction">TEnumerateChildrenFunction</a>); override;</code></td>
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<td class="itemcode"><a name="CreateNode"></a><code>procedure <b>CreateNode</b>; override;</code></td>
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<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</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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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="FdShaders"></a><code>property <b>FdShaders</b>: <a href="X3DNodes.TMFNodeShaders.html">TMFNodeShaders</a> read FFdShaders;</code></td>
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<td class="itemcode"><a name="FdNeedsDepth"></a><code>property <b>FdNeedsDepth</b>: <a href="X3DFields.TSFBool.html">TSFBool</a> read FFdNeedsDepth;</code></td>
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<td class="itemcode"><a name="FdEnabled"></a><code>property <b>FdEnabled</b>: <a href="X3DFields.TSFBool.html">TSFBool</a> read FFdEnabled;</code></td>
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<td class="itemcode"><a name="Enabled"></a><code>property <b>Enabled</b>: boolean read GetEnabled write SetEnabled;</code></td>
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<td class="itemcode"><a name="Shader"></a><code>property <b>Shader</b>: TObject read FShader write FShader;</code></td>
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<p>
Shader and <a class="normal" href="X3DNodes.TScreenEffectNode.html#ShaderLoaded">ShaderLoaded</a> properties are internally manager by the renderer. Right now, this means <a class="normal" href="CastleScene.TCastleScene.html">TCastleScene</a>. Always when <a class="normal" href="X3DNodes.TScreenEffectNode.html#ShaderLoaded">ShaderLoaded</a> = <code>False</code> then Shader is <code>Nil</code>. When <a class="normal" href="X3DNodes.TScreenEffectNode.html#ShaderLoaded">ShaderLoaded</a> = <code>True</code>, the Shader may be non-nil (if was <a class="normal" href="X3DNodes.TScreenEffectNode.html#Enabled">enabled</a> and loaded successfully) or not. </p>
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<td class="itemcode"><a name="ShaderLoaded"></a><code>property <b>ShaderLoaded</b>: boolean read FShaderLoaded write FShaderLoaded;</code></td>
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<td class="itemcode"><a name="StateForShaderPrepare"></a><code>property <b>StateForShaderPrepare</b>: <a href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>
read FStateForShaderPrepare;</code></td>
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