Class TAbstractTexture3DNode
Unit
X3DNodes
Declaration
type TAbstractTexture3DNode = class(TAbstractTextureNode)
Description
Base type for all node types that specify 3D sources for texture images.
Hierarchy
Overview
Methods
Properties
Description
Methods
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procedure LoadTextureData; virtual; abstract; |
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This does the actual loading of texture data.
You can assume here that texture is not loaded now, UsedCache, FTextureImage, FTextureComposite are all nil. Try to load the texture data, making WritelnWarning as appropriate, and set all UsedCache, FTextureImage, FTextureComposite, FAlphaChannelData.
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procedure CreateNode; override; |
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destructor Destroy; override; |
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Properties
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property FdRepeatS: TSFBool read FFdRepeatS; |
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property FdRepeatT: TSFBool read FFdRepeatT; |
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property FdRepeatR: TSFBool read FFdRepeatR; |
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property FdTextureProperties: TSFNode read FFdTextureProperties; |
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property TextureProperties: TTexturePropertiesNode
read GetTextureProperties write SetTextureProperties; |
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Texture properties (how the texture behaves when sampled, and such).
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property TextureLoaded: boolean
read FTextureLoaded write SetTextureLoaded; |
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Load and unload 3D texture.
When loading, we will try to set TextureImage and TextureComposite. If loading is successful, TextureImage will be always set to non-nil (TextureComposite will be set to non-nil only if image came from some composite (DDS, KTX...) image). If loading failed, both TextureImage and TextureComposite will be Nil.
Note that even when loading failed (TextureImage remained Nil), TextureLoaded value still changes to True. This is good — it makes assignment TextureLoaded := true always work, and (more important) it prevents trying to load (and displaying uselessly the same WritelnWarning) again at successful TextureLoaded := true.
In case of problems (for example when some URL cannot be loaded), we will make WritelnWarning.
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property RepeatR: boolean read GetRepeatR write SetRepeatR; |
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