Castle Game Engine: X3DNodes: Class TTexture2Node_1

# Class TTexture2Node_1
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TTexture2Node_1 = class(TAbstractTexture2DNode)` ## Description 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 TTexture2Node_1 ## Overview ### Methods
| `function GetRepeatS: boolean; override;`
| `function GetRepeatT: boolean; override;`
| `procedure SetRepeatS(const Value: boolean); override;`
| `procedure SetRepeatT(const Value: boolean); override;`
| `procedure LoadTextureData(out CacheUsed: boolean); override;`
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `function TextureDescription: string; override;`
### Properties
| `property FdFilename: TSFString read FFdFilename;`
| `property FdImage: TSFImage read FFdImage;`
| `property FdWrapS: TSFEnum read FFdWrapS;`
| `property FdWrapT: TSFEnum read FFdWrapT;`
| `property FdModel: TSFEnum read FFdModel;`
| `property FdBlendColor: TSFVec3f read FFdBlendColor;`
## Description ### Methods
| `function GetRepeatS: boolean; override;`
| `function GetRepeatT: boolean; override;`
| `procedure SetRepeatS(const Value: boolean); override;`
| `procedure SetRepeatT(const Value: boolean); override;`
| `procedure LoadTextureData(out CacheUsed: boolean); override;`
Texture is loaded from file or inlined. The priority has the filename, only if it's empty (or an exception occurs during file loading) then the inlined texture will be used. Note that in VRML 1.0 a node without any texture (that is, when IsTextureLoaded = true and still IsTextureImage = false) is also useful: it turns off using the previous texture.
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `function TextureDescription: string; override;`
### Properties
| `property FdFilename: TSFString read FFdFilename;`
| `property FdImage: TSFImage read FFdImage;`
| `property FdWrapS: TSFEnum read FFdWrapS;`
| `property FdWrapT: TSFEnum read FFdWrapT;`
| `property FdModel: TSFEnum read FFdModel;`
| `property FdBlendColor: TSFVec3f read FFdBlendColor;`
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