Class TAppearanceNode
Unit
X3DNodes
Declaration
type TAppearanceNode = class(TAbstractAppearanceNode)
Description
Visual properties of geometry.
Note that the geometry is unlit (pure white, regardless of lighting) if no Material is assigned. To make the geometry lit, you can just set there a default material created by TMaterialNode.Create
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Hierarchy
Overview
Methods
Properties
Description
Methods
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function CommonSurfaceShader: TCommonSurfaceShaderNode; deprecated 'use TMaterialNode instead of TCommonSurfaceShaderNode (it has the same functionality and is standardized in X3D v4)'; |
Warning: this symbol is deprecated: use TMaterialNode instead of TCommonSurfaceShaderNode (it has the same functionality and is standardized in X3D v4)
Find a suitable CommonSurfaceShader to be used when rendering this shape, or Nil .
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function MainTexture: TAbstractTextureNode; overload; |
Texture that determines the primary RGB color of the material, and transparency of the material.
This is the texture used when rendering using Gouraud shading (following the new X3D 4 specification advise).
For Phong shading, this is the texture: - diffuseTexture for Material - emissiveTexture for UnlitMaterial - baseTexture for PhysicalMaterial
This is also the texture that determines the opacity of the material.
This is also the texture which is affected by FdTexture field (if appropriate material slot is empty).
The overloaded version with TexCoordIndex parameter also specifies which texture coordinates / transformations should be used for this texture. It returns -1 when we should use standard MultiTexture specification for this, which also covers the case when MainTexture is a MultiTexture node, and should use appropriate texture coordinates for MultiTexture children.
Returns Nil if none.
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function MaterialProperty: TMaterialProperty; deprecated 'use InternalMaterialProperty, or (better) do not use it at all -- this is internal'; |
Warning: this symbol is deprecated: use InternalMaterialProperty, or (better) do not use it at all -- this is internal |
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procedure CreateNode; override; |
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class function ClassX3DType: string; override; |
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procedure SetShaders(const Value: array of TAbstractShaderNode); |
Override shaders used for rendering this shape. It is usually better to use Effects – they are easier, cooperate with CGE built-in rendering features, and one code is more portable to both mobile and desktop.
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procedure SetEffects(const Value: array of TEffectNode); |
Additional shader code for rendering this shape. See https://castle-engine.io/compositing_shaders.php . The shader effects they are easy to use, cooperate with CGE built-in rendering features, and one code is more portable to both mobile and desktop.
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Properties
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property FdFillProperties: TSFNode read FFdFillProperties; |
Internal wrapper for property FillProperties. This wrapper API may change, we advise to access simpler FillProperties instead.
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property FdLineProperties: TSFNode read FFdLineProperties; |
Internal wrapper for property LineProperties. This wrapper API may change, we advise to access simpler LineProperties instead.
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property LineProperties: TLinePropertiesNode read GetLineProperties write SetLineProperties; |
Properties how to display line geometry (line width and such).
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property FdMaterial: TSFNode read FFdMaterial; |
Internal wrapper for property Material. This wrapper API may change, we advise to access simpler Material instead.
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property Material: TAbstractMaterialNode read GetMaterial write SetMaterial; |
Material determines how the shape looks, and how it interacts with lighting.
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property FdShaders: TMFNode read FFdShaders; |
Internal wrapper for property Shaders . This wrapper API may change, we advise to access simpler Shaders instead.
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property FdTexture: TSFNode read FFdTexture; |
Internal wrapper for property Texture. This wrapper API may change, we advise to access simpler Texture instead.
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property FdBackMaterial: TSFNode read FFdBackMaterial; |
Internal wrapper for property BackMaterial. This wrapper API may change, we advise to access simpler BackMaterial instead.
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property BackMaterial: TAbstractOneSidedMaterialNode read GetBackMaterial write SetBackMaterial; |
Alternative material to use for back faces (not implemented).
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property FdAlphaMode: TSFStringEnum read FFdAlphaMode; |
Internal wrapper for property AlphaMode. This wrapper API may change, we advise to access simpler AlphaMode instead.
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property AlphaMode: TAlphaMode read GetAlphaMode write SetAlphaMode; |
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property FdAlphaCutoff: TSFFloat read FFdAlphaCutoff; |
Internal wrapper for property AlphaCutoff. This wrapper API may change, we advise to access simpler AlphaCutoff instead.
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property AlphaCutoff: Single read GetAlphaCutoff write SetAlphaCutoff; |
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property FdReceiveShadows: TMFNode read FFdReceiveShadows; |
Internal wrapper for property ReceiveShadows . This wrapper API may change, we advise to access simpler ReceiveShadows instead.
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property FdShadowCaster: TSFBool read FFdShadowCaster; |
Internal wrapper for property ShadowCaster. This wrapper API may change, we advise to access simpler ShadowCaster instead.
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property ShadowCaster: Boolean read GetShadowCaster write SetShadowCaster; |
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property FdNormalMap: TSFNode read FFdNormalMap; |
Internal wrapper for property NormalMap. This wrapper API may change, we advise to access simpler NormalMap instead.
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property FdHeightMap: TSFNode read FFdHeightMap; |
Internal wrapper for property HeightMap. This wrapper API may change, we advise to access simpler HeightMap instead.
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property FdHeightMapScale: TSFFloat read FFdHeightMapScale; |
Internal wrapper for property HeightMapScale. This wrapper API may change, we advise to access simpler HeightMapScale instead.
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property HeightMapScale: Single read GetHeightMapScale write SetHeightMapScale; |
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property FdBlendMode: TSFNode read FFdBlendMode; |
Internal wrapper for property BlendMode. This wrapper API may change, we advise to access simpler BlendMode instead.
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property FdEffects: TMFNode read FFdEffects; |
Internal wrapper for property Effects . This wrapper API may change, we advise to access simpler Effects instead.
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