Castle Game Engine: CastleRenderer: Class TBumpMappingRendererList

# Class TBumpMappingRendererList
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleRenderer ## Declaration `type TBumpMappingRendererList = class(TResourceRendererList)` ## Description no description available, TResourceRendererList description follows ## Hierarchy TFPGObjectList TResourceRendererList TBumpMappingRendererList ## Overview ### Methods
| `function NodeIndex(ANode: TAppearanceNode): Integer;`
| `function Node(ANode: TAppearanceNode): TBumpMappingRenderer;`
| `procedure Prepare(State: TX3DGraphTraverseState; ARenderer: TGLRenderer);`
| `function Enable(State: TX3DGraphTraverseState; var BoundTextureUnits: Cardinal; Shader: TShader): TBumpMappingRenderer;`
### Properties
| `property Items[Index:Integer]: TBumpMappingRenderer read GetItems;`
## Description ### Methods
| `function NodeIndex(ANode: TAppearanceNode): Integer;`
Looks for item with given Node. Returns -1 if not found.
| `function Node(ANode: TAppearanceNode): TBumpMappingRenderer;`
Looks for item with given Node. Returns `Nil` if not found.
| `procedure Prepare(State: TX3DGraphTraverseState; ARenderer: TGLRenderer);`
If this State contains appropriate TAppearanceNode, this will create and prepare TBumpMappingRenderer instance for it (if one doesn't exist already).
| `function Enable(State: TX3DGraphTraverseState; var BoundTextureUnits: Cardinal; Shader: TShader): TBumpMappingRenderer;`
If this State contains appropriate TAppearanceNode, and TBumpMappingRenderer instance is prepared for this Node, we will call it's Enable method here. We return the TBumpMappingRenderer instance only if it existed and it's Enable method returned `True`. Otherwise, we return `Nil`.
### Properties
| `property Items[Index:Integer]: TBumpMappingRenderer read GetItems;`
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