Castle Game Engine: X3DNodes: Class TAppearanceNode

# Class TAppearanceNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TAppearanceNode = class(TAbstractAppearanceNode)` ## Description no description available, TAbstractAppearanceNode description follows no description available, TAbstractNode description follows Base X3D node. Almost all X3D nodes inherit from this. (Exception: X3DMetadataObject. So you cannot have metadata of metadata of...) ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractAppearanceNode TAppearanceNode ## Overview ### Methods
| `procedure DirectEnumerateActive( Func: TEnumerateChildrenFunction); override;`
| `procedure ParseAfter(Reader: TX3DReaderNames); override;`
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function MaterialProperty: TMaterialProperty;`
### Properties
| `property FdFillProperties: TSFNode read FFdFillProperties;`
| `property FdLineProperties: TSFNode read FFdLineProperties;`
| `property FdMaterial: TSFNode read FFdMaterial;`
| `property FdShaders: TMFNodeShaders read FFdShaders;`
| `property FdTexture: TSFNode read FFdTexture;`
| `property FdTextureTransform: TSFNode read FFdTextureTransform;`
| `property FdReceiveShadows: TMFNode read FFdReceiveShadows;`
| `property FdShadowCaster: TSFBool read FFdShadowCaster;`
| `property FdEffects: TMFNode read FFdEffects;`
| `property FdNormalMap: TSFNode read FFdNormalMap;`
| `property FdHeightMap: TSFNode read FFdHeightMap;`
| `property FdHeightMapScale: TSFFloat read FFdHeightMapScale;`
| `property FdBlendMode: TSFNode read FFdBlendMode;`
| `property Texture: TAbstractTextureNode read GetTexture write SetTexture;`
## Description ### Methods
| `procedure DirectEnumerateActive( Func: TEnumerateChildrenFunction); override;`
| `procedure ParseAfter(Reader: TX3DReaderNames); override;`
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function MaterialProperty: TMaterialProperty;`
### Properties
| `property FdFillProperties: TSFNode read FFdFillProperties;`
| `property FdLineProperties: TSFNode read FFdLineProperties;`
| `property FdMaterial: TSFNode read FFdMaterial;`
| `property FdShaders: TMFNodeShaders read FFdShaders;`
| `property FdTexture: TSFNode read FFdTexture;`
| `property FdTextureTransform: TSFNode read FFdTextureTransform;`
| `property FdReceiveShadows: TMFNode read FFdReceiveShadows;`
| `property FdShadowCaster: TSFBool read FFdShadowCaster;`
| `property FdEffects: TMFNode read FFdEffects;`
| `property FdNormalMap: TSFNode read FFdNormalMap;`
| `property FdHeightMap: TSFNode read FFdHeightMap;`
| `property FdHeightMapScale: TSFFloat read FFdHeightMapScale;`
| `property FdBlendMode: TSFNode read FFdBlendMode;`
| `property Texture: TAbstractTextureNode read GetTexture write SetTexture;`
The texture of this appearance. This is a shortcut for accessing "texture" field, checking whether nodes are set to appropriate types.
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