Castle Game Engine: X3DNodes: Class TAbstractTexture3DNode

# Class TAbstractTexture3DNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TAbstractTexture3DNode = class(TAbstractTextureNode)` ## Description 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 TAbstractTexture3DNode ## Overview ### Methods
| `procedure LoadTextureData; virtual; abstract;`
| `procedure CreateNode; override;`
| `destructor Destroy; override;`
### Properties
| `property FdRepeatS: TSFBool read FFdRepeatS;`
| `property FdRepeatT: TSFBool read FFdRepeatT;`
| `property FdRepeatR: TSFBool read FFdRepeatR;`
| `property FdTextureProperties: TSFNode read FFdTextureProperties;`
| `property TextureLoaded: boolean read FTextureLoaded write SetTextureLoaded;`
| `property TextureImage: TEncodedImage read FTextureImage;`
| `property TextureDDS: TDDSImage read FTextureDDS;`
## Description ### Methods
| `procedure LoadTextureData; virtual; abstract;`
This does the actual loading of texture data. You can assume here that texture is not loaded now, UsedCache, FTextureImage, FTextureDDS are all nil. Try to load the texture data, making OnWarning as appropriate, and set all UsedCache, FTextureImage, FTextureDDS, FAlphaChannelData.
| `procedure CreateNode; override;`
| `destructor Destroy; override;`
### Properties
| `property FdRepeatS: TSFBool read FFdRepeatS;`
| `property FdRepeatT: TSFBool read FFdRepeatT;`
| `property FdRepeatR: TSFBool read FFdRepeatR;`
| `property FdTextureProperties: TSFNode read FFdTextureProperties;`
| `property TextureLoaded: boolean read FTextureLoaded write SetTextureLoaded;`
Load and unload 3D texture. When loading, we will try to set TextureImage and TextureDDS. If loading is successfull, TextureImage will be always set to non-nil (TextureDDS will be set to non-nil only if image came from some DDS image). If loading failed, both TextureImage and TextureDDS will be `Nil`. Note that even when loading failed (TextureImage remained `Nil`), `TextureLoaded` value still changes to `True`. This is good — it makes assignment ``TextureLoaded` := true` always work, and (more important) it prevents trying to load (and displaying uselessly the same OnWarning) again at successful ``TextureLoaded` := true`. In case of problems (for example when some URL cannot be loaded), we will make OnWarning.
| `property TextureImage: TEncodedImage read FTextureImage;`
| `property TextureDDS: TDDSImage read FTextureDDS;`
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