Castle Game Engine: X3DNodes: Class TIndexedTriangleStripSetNode

# Class TIndexedTriangleStripSetNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TIndexedTriangleStripSetNode = class(TAbstractComposedGeometryNode)` ## Description no description available, TAbstractComposedGeometryNode description follows no description available, TAbstractX3DGeometryNode description follows no description available, TAbstractGeometryNode description follows Geometry nodes are the only nodes that produces some visible results during rendering. Much of the VRML language is just a method of describing properties how geometry nodes are displayed (materials, transformations, lighting). A few things that make geometry node special : Only geometry nodes may have [Local]BoundingBox. Only geometry nodes define something visible "in usual way" during rendering (Some other nodes in VRML / X3D are visible but in an unusual way, like Background and Fog. These nodes must be rendered in a special way — they are not affected in any usual way by the current transformation matrix etc.) Geometry nodes are never "grouping nodes", in particular there's never a geometry node that is (direct or indirect) child of another geometry node. So there's no need to be concerned whether geometry nodes' children are included in things like [Local]BoundingBox or Triangles/VerticesCount. Geometry nodes don't affect anything in graph traverse state. (This is important mostly for VRML 1.0, since in newer VRML / X3D "graph traverse state" is not that important.) For X3D, this descends from TAbstractNode, and TAbstractX3DGeometryNode descends from us. This way in X3D TAbstractX3DGeometryNode descends from this, and also X3D hierarchy is preserved (X3DGeometryNode must descend from X3DNode). ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractGeometryNode TAbstractX3DGeometryNode TAbstractComposedGeometryNode TIndexedTriangleStripSetNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function CoordIndex: TMFLong; override;`
| `procedure CoordPolygons( State: TX3DGraphTraverseState; PolygonHandler: TIndexedPolygonHandler); override;`
| `function TrianglesCount(State: TX3DGraphTraverseState; OverTriangulate: boolean; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override;`
### Properties
| `property EventSet_index: TMFInt32Event read FEventSet_index;`
| `property FdIndex: TMFInt32 read FFdIndex;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `function CoordIndex: TMFLong; override;`
| `procedure CoordPolygons( State: TX3DGraphTraverseState; PolygonHandler: TIndexedPolygonHandler); override;`
| `function TrianglesCount(State: TX3DGraphTraverseState; OverTriangulate: boolean; ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): Cardinal; override;`
### Properties
| `property EventSet_index: TMFInt32Event read FEventSet_index;`
| `property FdIndex: TMFInt32 read FFdIndex;`
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