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 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 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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