Castle Game Engine: X3DNodes: Class TComposedCubeMapTextureNode

# Class TComposedCubeMapTextureNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TComposedCubeMapTextureNode = class(TAbstractEnvironmentTextureNode)` ## Description no description available, TAbstractEnvironmentTextureNode description follows no description available, TAbstractTextureNode description follows no description available, TAbstractAppearanceChildNode 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 TAbstractAppearanceChildNode TAbstractTextureNode TAbstractEnvironmentTextureNode TComposedCubeMapTextureNode ## Overview ### Methods
| `function AlphaChannelData: TAlphaChannel; override;`
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function LoadSides: boolean;`
### Properties
| `property FdBack: TSFNode read FFdBack;`
| `property FdBottom: TSFNode read FFdBottom;`
| `property FdFront: TSFNode read FFdFront;`
| `property FdLeft: TSFNode read FFdLeft;`
| `property FdRight: TSFNode read FFdRight;`
| `property FdTop: TSFNode read FFdTop;`
| `property FdTextureProperties: TSFNode read FFdTextureProperties;`
## Description ### Methods
| `function AlphaChannelData: TAlphaChannel; override;`
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function LoadSides: boolean;`
Make sure all 6 sides are loaded. Make sure that all 6 fields for each cube map side are assigned, are TAbstractTexture2DNode instance (X3D spec requires it), load them, and check are they TCastleImage (we cannot suport TGPUCompressedImage when loading cubemaps this way, as we have to rotate images from ComposedCubeMapTextureNode when passing them to GPU, which is only possible for TCastleImage). Also calculate AlphaChannel for the whole cube map. Our AlphaChannel method will reflect the state from last call of this.
### Properties
| `property FdBack: TSFNode read FFdBack;`
| `property FdBottom: TSFNode read FFdBottom;`
| `property FdFront: TSFNode read FFdFront;`
| `property FdLeft: TSFNode read FFdLeft;`
| `property FdRight: TSFNode read FFdRight;`
| `property FdTop: TSFNode read FFdTop;`
| `property FdTextureProperties: TSFNode read FFdTextureProperties;`
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