Castle Game Engine: CastleRayTracer: Class TClassicRayTracer

# Class TClassicRayTracer
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleRayTracer ## Declaration `type TClassicRayTracer = class(TRayTracer)` ## Description Classic Whitted-style ray-tracer. See [http://castle-engine.sourceforge.net/vrml_engine_doc/output/xsl/html/section.classic_ray_tracer.html] for documentation. Make sure that VRML2Lights in states are properly initialized if you plan to render VRML 2.0 nodes. TCastleSceneCore and descendants do this for you automatically. ## Hierarchy TObject TRayTracer TClassicRayTracer ## Overview ### Fields
| `InitialDepth: Cardinal;`
| `FogNode: TFogNode;`
| `BaseLights: TLightInstancesList;`
### Methods
| `procedure AppendStats(const Stats: TStrings; const RenderingTime: Single); override;`
| `procedure Execute; override;`
## Description ### Fields
| `InitialDepth: Cardinal;`
Limit for recursion depth. 0 means that only primary rays will be cast, 1 means that primary rays and 1 ray into mirror / transmitted / shadow, and so on.
| `FogNode: TFogNode;`
Fog to render. Set `FogNode` <> `Nil` to render a fog, following VRML 2.0/X3D lighting equations. FogNode.TransformScale is used.
| `BaseLights: TLightInstancesList;`
Lights shining on everything, like a headlight.
### Methods
| `procedure AppendStats(const Stats: TStrings; const RenderingTime: Single); override;`
| `procedure Execute; override;`
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