Castle Game Engine: X3DNodes: Class TMovieTextureNode

# Class TMovieTextureNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TMovieTextureNode = class(TAbstractX3DTexture2DNode, IAbstractSoundSourceNode, IAbstractUrlObject, IAbstractTimeDependentNode)` ## Description no description available, TAbstractX3DTexture2DNode description follows no description available, TAbstractTexture2DNode description follows VRML/X3D texture that is 2D and is loaded (from file or some other stream). For X3D, this descends from X3DTextureNode and is an ancestor for X3DTexture2DNode, so X3D hierarchy is nicely preserved. ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractAppearanceChildNode TAbstractTextureNode TAbstractTexture2DNode TAbstractX3DTexture2DNode TMovieTextureNode ## Overview ### Methods
| `procedure LoadTextureData(out WasCacheUsed: boolean); override;`
| `procedure CreateNode; override;`
| `destructor Destroy; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function TextureDescription: string; override;`
### Properties
| `property FdDescription: TSFString read FFdDescription;`
| `property FdLoop: TSFBool read FFdLoop;`
| `property FdPauseTime: TSFTime read FFdPauseTime;`
| `property FdResumeTime: TSFTime read FFdResumeTime;`
| `property FdSpeed: TSFFloat read FFdSpeed;`
| `property FdStartTime: TSFTime read FFdStartTime;`
| `property FdStopTime: TSFTime read FFdStopTime;`
| `property FdUrl: TMFString read FFdUrl;`
| `property EventDuration_changed: TSFTimeEvent read FEventDuration_changed;`
| `property EventElapsedTime: TSFTimeEvent read FEventElapsedTime;`
| `property EventIsActive: TSFBoolEvent read FEventIsActive;`
| `property EventIsPaused: TSFBoolEvent read FEventIsPaused;`
| `property TimeDependentNodeHandler: TTimeDependentNodeHandler read FTimeDependentNodeHandler;`
| `property Duration: TFloatTime read FDuration;`
## Description ### Methods
| `procedure LoadTextureData(out WasCacheUsed: boolean); override;`
| `procedure CreateNode; override;`
| `destructor Destroy; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function TextureDescription: string; override;`
### Properties
| `property FdDescription: TSFString read FFdDescription;`
| `property FdLoop: TSFBool read FFdLoop;`
| `property FdPauseTime: TSFTime read FFdPauseTime;`
| `property FdResumeTime: TSFTime read FFdResumeTime;`
| `property FdSpeed: TSFFloat read FFdSpeed;`
| `property FdStartTime: TSFTime read FFdStartTime;`
| `property FdStopTime: TSFTime read FFdStopTime;`
| `property FdUrl: TMFString read FFdUrl;`
| `property EventDuration_changed: TSFTimeEvent read FEventDuration_changed;`
| `property EventElapsedTime: TSFTimeEvent read FEventElapsedTime;`
| `property EventIsActive: TSFBoolEvent read FEventIsActive;`
| `property EventIsPaused: TSFBoolEvent read FEventIsPaused;`
| `property TimeDependentNodeHandler: TTimeDependentNodeHandler read FTimeDependentNodeHandler;`
| `property Duration: TFloatTime read FDuration;`
Duration for this time-dependent node. Duration is initialized from loaded video length (default is -1). So it's automatically initialized when you call IsTextureVideo, TextureVideo methods. cycleInterval is just set to duration scaled by 1/Abs(speed), like required by X3D spec. Duration (and so, also cycleInterval) is not reset when video is freed (like when you set IsTextureLoaded to `False`, maybe implicitly by calling TCastleSceneCore.FreeResources with frTextureDataInNodes). This way this is available even you freed the texture video data to save memory.
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