Class TComposedShaderNode

Unit

Declaration

type TComposedShaderNode = class(TAbstractShaderNode)

Description

OpenGL Shading Language (GLSL) shader container, which should be composed from multiple TShaderPartNode instances.

Hierarchy

Overview

Methods

Public constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override;
Public procedure CreateNode; override;
Public class function ClassX3DType: string; override;
Public procedure SetParts(const Value: array of TShaderPartNode);

Properties

Public property FdParts: TMFNode read FFdParts;
Public property FdUniformMissing: TSFStringEnum read FFdUniformMissing;
Public property UniformMissing: TUniformMissing read GetUniformMissing write SetUniformMissing;

Description

Methods

Public constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override;
 
Public procedure CreateNode; override;
 
Public class function ClassX3DType: string; override;
 
Public procedure SetParts(const Value: array of TShaderPartNode);
 

Properties

Public property FdParts: TMFNode read FFdParts;

Internal wrapper for property Parts. This wrapper API may change, we advise to access simpler Parts instead.

Public property FdUniformMissing: TSFStringEnum read FFdUniformMissing;

Internal wrapper for property UniformMissing. This wrapper API may change, we advise to access simpler UniformMissing instead.

Public property UniformMissing: TUniformMissing read GetUniformMissing write SetUniformMissing;

Should we report a missing uniform value. Setting this to umWarning (default) is useful to spot simple mistakes in naming uniforms. On the other hand, OpenGL aggressively removes unused uniforms from code, and it may cause spurious messages that some uniform is missing – even though the shader is correct, is just doesn't use some uniform value e.g. because no lights are present on the current scene.


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