Castle Game Engine: CastleRenderer: Class TGLGeneratedShadowMap

# Class TGLGeneratedShadowMap
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleRenderer ## Declaration `type TGLGeneratedShadowMap = 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 TGLGeneratedShadowMap ## Overview ### Fields
| `GLName: TGLuint;`
| `Size: Cardinal;`
| `VisualizeDepthMap: boolean;`
### Methods
| `class function IsClassForTextureNode(ANode: TAbstractTextureNode): boolean; override;`
| `procedure PrepareCore(State: TX3DGraphTraverseState); override;`
| `function TextureNode: TGeneratedShadowMapNode;`
| `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; Light: TAbstractLightNode);`
| `class function ClassVarianceShadowMaps(Attributes: TRenderingAttributes): boolean;`
## Description ### Fields
| `GLName: TGLuint;`
| `Size: Cardinal;`
The right size of the texture, that satisfies all OpenGL sizes requirements.
| `VisualizeDepthMap: boolean;`
Do we visualize depth map, because of Attributes.VisualizeDepthMap or compareMode = NONE.
### Methods
| `class function IsClassForTextureNode(ANode: TAbstractTextureNode): boolean; override;`
| `procedure PrepareCore(State: TX3DGraphTraverseState); override;`
| `function TextureNode: TGeneratedShadowMapNode;`
| `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; Light: TAbstractLightNode);`
| `class function ClassVarianceShadowMaps(Attributes: TRenderingAttributes): boolean;`
Check would we use Variance Shadow Maps with current ARenderer attributes and OpenGL version/extensions.
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