Castle Game Engine: CastleRenderer: Class TGLGeneratedCubeMapTextureNode

# Class TGLGeneratedCubeMapTextureNode
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleRenderer ## Declaration `type TGLGeneratedCubeMapTextureNode = class(TGLCubeMapTextureNode)` ## Description no description available, TGLCubeMapTextureNode description follows Common handling for texture nodes of TAbstractEnvironmentTextureNode. ## Hierarchy TObject TResourceRenderer TGLTextureNode TGLSingleTextureNode TGLCubeMapTextureNode TGLGeneratedCubeMapTextureNode ## Overview ### Fields
| `Size: Cardinal;`
| `NeedsMipmaps: boolean;`
### Methods
| `class function IsClassForTextureNode(ANode: TAbstractTextureNode): boolean; override;`
| `procedure PrepareCore(State: TX3DGraphTraverseState); override;`
| `function TextureNode: TGeneratedCubeMapTextureNode;`
| `procedure Unprepare; override;`
| `procedure Update( const Render: TRenderFromViewFunction; const ProjectionNear, ProjectionFar: Single; var NeedsRestoreViewport: boolean; const CubeMiddle: TVector3Single);`
## Description ### Fields
| `Size: Cardinal;`
The right size of the texture, that satisfies all OpenGL cube map sizes requirements (IsCubeMapTextureSized).
| `NeedsMipmaps: boolean;`
Does Filter need mipmaps.
### Methods
| `class function IsClassForTextureNode(ANode: TAbstractTextureNode): boolean; override;`
| `procedure PrepareCore(State: TX3DGraphTraverseState); override;`
| `function TextureNode: TGeneratedCubeMapTextureNode;`
| `procedure Unprepare; override;`
| `procedure Update( const Render: TRenderFromViewFunction; const ProjectionNear, ProjectionFar: Single; var NeedsRestoreViewport: boolean; const CubeMiddle: TVector3Single);`
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