Castle Game Engine: CastleRenderer: Class TX3DRendererShape

# Class TX3DRendererShape
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleRenderer ## Declaration `type TX3DRendererShape = class(TShape)` ## Description Shape that can be rendered. ## Hierarchy TObject TShapeTree TShape TX3DRendererShape ## Overview ### Fields
| `ProgramCache: array [TRenderingPass] of TShaderProgramCache;`
| `Cache: TShapeCache;`
| `ModelView: TMatrix4Single;`
## Description ### Fields
| `ProgramCache: array [TRenderingPass] of TShaderProgramCache;`
Non-nil means that we have obtained TShaderProgramCache instance, with valid Hash and ShaderProgram. Note that ShaderProgram may still be `Nil`, if it failed to link. Separate values for each rendering pass, since different rendering passes probably have different BaseLights and so will require different shaders. This makes multi-pass rendering, like for shadow volumes, play nicely with shaders. Otherwise we could recreate shaders at each rendering pass.
| `Cache: TShapeCache;`
| `ModelView: TMatrix4Single;`
Assign this each time before passing this shape to RenderShape.
Generated by PasDoc 0.13.0 on 2015-06-15 04:43:11