Class TEffectNode
Unit
X3DNodes
Declaration
type TEffectNode = class(TAbstractChildNode)
Description
Shader effect, that can be composed with other effect or standard rendering. See https://castle-engine.io/compositing_shaders.php .
Hierarchy
Overview
Methods
Properties
Description
Methods
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procedure GroupBeforeTraverse(const State: TX3DGraphTraverseState; var WasPointingDeviceSensor: Boolean); override; |
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constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override; |
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procedure CreateNode; override; |
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class function ClassX3DType: string; override; |
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Properties
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property FdLanguage: TSFStringEnum read FFdLanguage; |
Internal wrapper for property Language. This wrapper API may change, we advise to access simpler Language instead.
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property Language: TShaderLanguage read GetLanguage write SetLanguage; |
Shading language . Only the GLSL (OpenGL Shading Language ) is actually supported. The default value, empty string, is equivalent to GLSL.
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property FdEnabled: TSFBool read FFdEnabled; |
Internal wrapper for property Enabled. This wrapper API may change, we advise to access simpler Enabled instead.
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property Enabled: Boolean read GetEnabled write SetEnabled; |
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property FdParts: TMFNode read FFdParts; |
Internal wrapper for property Parts . This wrapper API may change, we advise to access simpler Parts instead.
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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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