Castle Game Engine: X3DNodes: Class TAbstractBackgroundNode

# Class TAbstractBackgroundNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TAbstractBackgroundNode = class(TAbstractBindableNode)` ## Description no description available, TAbstractBindableNode description follows no description available, TAbstractChildNode 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 TAbstractChildNode TAbstractBindableNode TAbstractBackgroundNode ## Overview ### Methods
| `procedure DirectEnumerateActive(Func: TEnumerateChildrenFunction); override;`
| `procedure CreateNode; override;`
| `function TransformationChange: TNodeTransformationChange; override;`
| `function Texture(const Side: TBackgroundSide): TAbstractTextureNode; virtual; abstract;`
| `function TransformRotation: TMatrix4Single;`
### Properties
| `property FdGroundAngle: TMFFloat read FFdGroundAngle;`
| `property FdGroundColor: TMFColor read FFdGroundColor;`
| `property FdSkyAngle: TMFFloat read FFdSkyAngle;`
| `property FdSkyColor: TMFColor read FFdSkyColor;`
| `property FdTransparency: TSFFloat read FFdTransparency;`
| `property FdShaders: TMFNodeShaders read FFdShaders;`
| `property FdEffects: TMFNode read FFdEffects;`
## Description ### Methods
| `procedure DirectEnumerateActive(Func: TEnumerateChildrenFunction); override;`
| `procedure CreateNode; override;`
| `function TransformationChange: TNodeTransformationChange; override;`
| `function Texture(const Side: TBackgroundSide): TAbstractTextureNode; virtual; abstract;`
Texture node for given background side. May return `Nil` if none. It is the caller's responsibility to take care of freeing the result, but only if it's not otherwise used. In other words, use TX3DNode.FreeIfUnused (or some routine based on it), unless you're sure that you always make the returned node a child of another node (in this case the returned node is always used, and remains managed by parent node).
| `function TransformRotation: TMatrix4Single;`
### Properties
| `property FdGroundAngle: TMFFloat read FFdGroundAngle;`
| `property FdGroundColor: TMFColor read FFdGroundColor;`
| `property FdSkyAngle: TMFFloat read FFdSkyAngle;`
| `property FdSkyColor: TMFColor read FFdSkyColor;`
| `property FdTransparency: TSFFloat read FFdTransparency;`
| `property FdShaders: TMFNodeShaders read FFdShaders;`
| `property FdEffects: TMFNode read FFdEffects;`
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