Castle Game Engine: CastleGLImages: Class TGLVideo

# Class TGLVideo
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleGLImages ## Declaration `type TGLVideo = class(TObject)` ## Description Sequence of OpenGL textures to be played as a video. ## Hierarchy TObject TGLVideo ## Overview ### Methods
| `constructor Create(Video: TVideo; MinFilter, MagFilter: TGLenum; const Anisotropy: TGLfloat; const Wrap: TTextureWrap2D);`
| `destructor Destroy; override;`
| `function IndexFromTime(const Time: Single): Integer;`
| `function GLTextureFromTime(const Time: Single): TGLuint;`
### Properties
| `property Count: Integer read FCount;`
| `property FramesPerSecond: Single read FFramesPerSecond;`
| `property TimeLoop: boolean read FTimeLoop write FTimeLoop;`
| `property TimeBackwards: boolean read FTimeBackwards write FTimeBackwards;`
## Description ### Methods
| `constructor Create(Video: TVideo; MinFilter, MagFilter: TGLenum; const Anisotropy: TGLfloat; const Wrap: TTextureWrap2D);`
Constructor that initializes video from TVideo class. TVideo passed here must be already Loaded. Note that this class doesn't descend or keep reference to TVideo instance. The idea is that after creating TGLVideo instance, you can often free original TVideo instance (if you care only about playing the movie). This can conserve memory greatly, as TVideo keeps all frames in the memory, and so is rather memory-costly. (Actually, TGLVideo itself may eat a lot of texture memory, so be careful with large videos anyway.)
| `destructor Destroy; override;`
| `function IndexFromTime(const Time: Single): Integer;`
| `function GLTextureFromTime(const Time: Single): TGLuint;`
### Properties
| `property Count: Integer read FCount;`
| `property FramesPerSecond: Single read FFramesPerSecond;`
See TVideo.FramesPerSecond.
| `property TimeLoop: boolean read FTimeLoop write FTimeLoop;`
See TVideo.TimeLoop.
| `property TimeBackwards: boolean read FTimeBackwards write FTimeBackwards;`
See TVideo.TimeBackwards.
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