Castle Game Engine: CastleRenderer: Class TGLMultiTextureNode

# Class TGLMultiTextureNode
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleRenderer ## Declaration `type TGLMultiTextureNode = class(TGLTextureNode)` ## Description Handler for TMultiTextureNode. This is somewhat special, in that it will use other TGLTextureNode handlers to handle single textures inside — but this is completely hidden from the interface. ## Hierarchy TObject TResourceRenderer TGLTextureNode TGLMultiTextureNode ## Overview ### Methods
| `class function IsClassForTextureNode(ANode: TAbstractTextureNode): boolean; override;`
| `procedure PrepareCore(State: TX3DGraphTraverseState); override;`
| `constructor Create(ARenderer: TGLRenderer; ANode: TX3DNode); override;`
| `destructor Destroy; override;`
| `function TextureNode: TMultiTextureNode;`
| `procedure Unprepare; override;`
| `function Bind(const TextureUnit: Cardinal): boolean; override;`
| `function Enable(const TextureUnit: Cardinal; Shader: TShader; const Env: TTextureEnv): boolean; override;`
| `procedure EnableAll(const TextureUnitsCount: Cardinal; var TextureSlotsUsed: Cardinal; Shader: TShader); override;`
## Description ### Methods
| `class function IsClassForTextureNode(ANode: TAbstractTextureNode): boolean; override;`
| `procedure PrepareCore(State: TX3DGraphTraverseState); override;`
| `constructor Create(ARenderer: TGLRenderer; ANode: TX3DNode); override;`
ANode must be TMultiTextureNode
| `destructor Destroy; override;`
| `function TextureNode: TMultiTextureNode;`
| `procedure Unprepare; override;`
| `function Bind(const TextureUnit: Cardinal): boolean; override;`
| `function Enable(const TextureUnit: Cardinal; Shader: TShader; const Env: TTextureEnv): boolean; override;`
| `procedure EnableAll(const TextureUnitsCount: Cardinal; var TextureSlotsUsed: Cardinal; Shader: TShader); override;`
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