Castle Game Engine: X3DNodes: Class TIndexedLineSetNode_1

# Class TIndexedLineSetNode_1
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TIndexedLineSetNode_1 = class(TAbstractIndexedNode_1)` ## Description no description available, TAbstractIndexedNode_1 description follows Common base class for VRML 1.0 indexed nodes (IndexedFaceSet, IndexedTriangleMesh, IndexedLineSet). ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractGeometryNode TAbstractGeometryNode_1 TAbstractIndexedNode_1 TIndexedLineSetNode_1 ## Overview ### Methods
| `class function ClassNodeTypeName: string; override;`
| `function TrianglesCount(State: TX3DGraphTraverseState; OverTriangulate: boolean; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override;`
| `function TexCoord(State: TX3DGraphTraverseState; out ATexCoord: TX3DNode): boolean; override;`
| `function Lit(State: TX3DGraphTraverseState): boolean; override;`
## Description ### Methods
| `class function ClassNodeTypeName: string; override;`
| `function TrianglesCount(State: TX3DGraphTraverseState; OverTriangulate: boolean; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override;`
| `function TexCoord(State: TX3DGraphTraverseState; out ATexCoord: TX3DNode): boolean; override;`
| `function Lit(State: TX3DGraphTraverseState): boolean; override;`
Do we have enough normals information to render this node lit. VRML 1.0 specification explicitly mentions that IndexedLineSet is treated specially: it's unlit if there are not enough normals specified.
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