Castle Game Engine: CastleRenderer: Class TGLRenderedTextureNode

# Class TGLRenderedTextureNode
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleRenderer ## Declaration `type TGLRenderedTextureNode = class(TGLSingleTextureNode)` ## Description no description available, TGLSingleTextureNode description follows Common class for all single (not multi-texture) texture nodes. Implements EnableAll method, by calling Enable call. Override only Enable in descendants. ## Hierarchy TObject TResourceRenderer TGLTextureNode TGLSingleTextureNode TGLRenderedTextureNode ## Overview ### Fields
| `GLName: TGLuint;`
| `Width: Cardinal;`
| `Height: Cardinal;`
| `NeedsMipmaps: boolean;`
| `DepthMap: boolean;`
### Methods
| `class function IsClassForTextureNode(ANode: TAbstractTextureNode): boolean; override;`
| `procedure PrepareCore(State: TX3DGraphTraverseState); override;`
| `function TextureNode: TRenderedTextureNode;`
| `procedure Unprepare; override;`
| `function Bind(const TextureUnit: Cardinal): boolean; override;`
| `function Enable(const TextureUnit: Cardinal; Shader: TShader; const Env: TTextureEnv): boolean; override;`
| `procedure Update( const Render: TRenderFromViewFunction; const ProjectionNear, ProjectionFar: Single; var NeedsRestoreViewport: boolean; CurrentViewpoint: TAbstractViewpointNode; CameraViewKnown: boolean; const CameraPosition, CameraDirection, CameraUp: TVector3Single);`
## Description ### Fields
| `GLName: TGLuint;`
| `Width: Cardinal;`
The actual decided image size and mipmap status.
| `Height: Cardinal;`
The actual decided image size and mipmap status.
| `NeedsMipmaps: boolean;`
| `DepthMap: boolean;`
### Methods
| `class function IsClassForTextureNode(ANode: TAbstractTextureNode): boolean; override;`
| `procedure PrepareCore(State: TX3DGraphTraverseState); override;`
| `function TextureNode: TRenderedTextureNode;`
| `procedure Unprepare; override;`
| `function Bind(const TextureUnit: Cardinal): boolean; override;`
| `function Enable(const TextureUnit: Cardinal; Shader: TShader; const Env: TTextureEnv): boolean; override;`
| `procedure Update( const Render: TRenderFromViewFunction; const ProjectionNear, ProjectionFar: Single; var NeedsRestoreViewport: boolean; CurrentViewpoint: TAbstractViewpointNode; CameraViewKnown: boolean; const CameraPosition, CameraDirection, CameraUp: TVector3Single);`
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