Castle Game Engine: CastleRenderer: Class TResourceRendererList

# Class TResourceRendererList
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleRenderer ## Declaration `type TResourceRendererList = class(specialize TFPGObjectList<TResourceRenderer>)` ## Description ## Hierarchy TFPGObjectList TResourceRendererList ## Overview ### Methods
| `function NodeIndex(ANode: TX3DNode): Integer;`
| `function Node(ANode: TX3DNode): TResourceRenderer;`
| `procedure Unprepare(ANode: TX3DNode);`
| `procedure UnprepareAll;`
## Description ### Methods
| `function NodeIndex(ANode: TX3DNode): Integer;`
Looks for item with given Node. Returns -1 if not found.
| `function Node(ANode: TX3DNode): TResourceRenderer;`
Looks for item with given Node. Returns `Nil` if not found.
| `procedure Unprepare(ANode: TX3DNode);`
If resources for this Node were created (and possibly prepared), unprepare and remove them. Note: for complicated reasons, this is ignored if called during UnprepareAll call on the same list. E.g. it may happen when your TResourceRenderer calls Unprepare on it's own list from it's own Unprepare (like TGLMultiTextureNode). Although it's ignored in this case, you still can be sure ANode will be unprepared (as UnprepareAll will eventually unprepare, well, all). Just be aware that effect may be delayed in this case.
| `procedure UnprepareAll;`
Unprepare and free and nodes. Clears the list.
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