Castle Game Engine: X3DNodes: Class TTextureTransformNode

# Class TTextureTransformNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TTextureTransformNode = class(TAbstractTextureTransformNode)` ## Description no description available, TAbstractTextureTransformNode description follows no description available, TAbstractAppearanceChildNode description follows no description available, TAbstractNode description follows Base X3D node. Almost all X3D nodes inherit from this. (Exception: X3DMetadataObject. So you cannot have metadata of metadata of...) ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractAppearanceChildNode TAbstractTextureTransformNode TTextureTransformNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function TransformMatrix: TMatrix4Single; override;`
### Properties
| `property FdCenter: TSFVec2f read FFdCenter;`
| `property FdRotation: TSFFloat read FFdRotation;`
| `property FdScale: TSFVec2f read FFdScale;`
| `property FdTranslation: TSFVec2f read FFdTranslation;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function TransformMatrix: TMatrix4Single; override;`
### Properties
| `property FdCenter: TSFVec2f read FFdCenter;`
| `property FdRotation: TSFFloat read FFdRotation;`
| `property FdScale: TSFVec2f read FFdScale;`
| `property FdTranslation: TSFVec2f read FFdTranslation;`
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