Castle Game Engine: CastleArraysGenerator: Class TArraysGenerator

# Class TArraysGenerator
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleArraysGenerator ## Declaration `type TArraysGenerator = class(TObject)` ## Description Generate TGeometryArrays for a VRML/X3D shape. This is the basis of our renderer: generate a TGeometryArrays for a shape, then TGLRenderer will pass TGeometryArrays to OpenGL. Geometry must be based on coordinates when using this, that is TAbstractGeometryNode.Coord must return `True`. ## Hierarchy TObject TArraysGenerator ## Overview ### Fields
| `TexCoordsNeeded: Cardinal;`
| `MaterialOpacity: Single;`
| `FogVolumetric: boolean;`
| `FogVolumetricDirection: TVector3Single;`
| `FogVolumetricVisibilityStart: Single;`
| `ShapeBumpMappingUsed: boolean;`
| `OnRadianceTransfer: TRadianceTransferFunction;`
| `OnVertexColor: TVertexColorFunction;`
| `FacesNeeded: boolean;`
### Methods
| `constructor Create(AShape: TShape; AOverTriangulate: boolean); virtual;`
| `function GenerateArrays: TGeometryArrays;`
| `class function BumpMappingAllowed: boolean; virtual;`
## Description ### Fields
| `TexCoordsNeeded: Cardinal;`
Assign these before calling GenerateArrays.
| `MaterialOpacity: Single;`
| `FogVolumetric: boolean;`
| `FogVolumetricDirection: TVector3Single;`
| `FogVolumetricVisibilityStart: Single;`
| `ShapeBumpMappingUsed: boolean;`
| `OnRadianceTransfer: TRadianceTransferFunction;`
| `OnVertexColor: TVertexColorFunction;`
| `FacesNeeded: boolean;`
Do we need TGeometryArrays.Faces
### Methods
| `constructor Create(AShape: TShape; AOverTriangulate: boolean); virtual;`
| `function GenerateArrays: TGeometryArrays;`
Create and generate Arrays contents.
| `class function BumpMappingAllowed: boolean; virtual;`
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