Castle Game Engine: X3DNodes: Class TAbstractX3DTexture2DNode

# Class TAbstractX3DTexture2DNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TAbstractX3DTexture2DNode = class(TAbstractTexture2DNode)` ## Description no description available, TAbstractTexture2DNode description follows VRML/X3D texture that is 2D and is loaded (from file or some other stream). For X3D, this descends from X3DTextureNode and is an ancestor for X3DTexture2DNode, so X3D hierarchy is nicely preserved. ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractAppearanceChildNode TAbstractTextureNode TAbstractTexture2DNode TAbstractX3DTexture2DNode ## Overview ### Methods
| `function GetRepeatS: boolean; override;`
| `function GetRepeatT: boolean; override;`
| `procedure SetRepeatS(const Value: boolean); override;`
| `procedure SetRepeatT(const Value: boolean); override;`
| `procedure CreateNode; override;`
| `function TextureProperties: TTexturePropertiesNode; override;`
### Properties
| `property FdRepeatS: TSFBool read FFdRepeatS;`
| `property FdRepeatT: TSFBool read FFdRepeatT;`
| `property FdTextureProperties: TSFNode read FFdTextureProperties;`
## Description ### Methods
| `function GetRepeatS: boolean; override;`
| `function GetRepeatT: boolean; override;`
| `procedure SetRepeatS(const Value: boolean); override;`
| `procedure SetRepeatT(const Value: boolean); override;`
| `procedure CreateNode; override;`
| `function TextureProperties: TTexturePropertiesNode; override;`
### Properties
| `property FdRepeatS: TSFBool read FFdRepeatS;`
| `property FdRepeatT: TSFBool read FFdRepeatT;`
| `property FdTextureProperties: TSFNode read FFdTextureProperties;`
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