Castle Game Engine: X3DNodes: Class TTexturePropertiesNode

# Class TTexturePropertiesNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TTexturePropertiesNode = class(TAbstractNode)` ## Description 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 TTexturePropertiesNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
### Properties
| `property FdAnisotropicDegree: TSFFloat read FFdAnisotropicDegree;`
| `property FdBorderColor: TSFColorRGBA read FFdBorderColor;`
| `property FdBorderWidth: TSFInt32 read FFdBorderWidth;`
| `property FdBoundaryModeS: TSFString read FFdBoundaryModeS;`
| `property FdBoundaryModeT: TSFString read FFdBoundaryModeT;`
| `property FdBoundaryModeR: TSFString read FFdBoundaryModeR;`
| `property FdMagnificationFilter: TSFString read FFdMagnificationFilter;`
| `property FdMinificationFilter: TSFString read FFdMinificationFilter;`
| `property FdTextureCompression: TSFString read FFdTextureCompression;`
| `property FdTexturePriority: TSFFloat read FFdTexturePriority;`
| `property FdGenerateMipMaps: TSFBool read FFdGenerateMipMaps;`
| `property FdGUITexture: TSFBool read FFdGUITexture;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
### Properties
| `property FdAnisotropicDegree: TSFFloat read FFdAnisotropicDegree;`
| `property FdBorderColor: TSFColorRGBA read FFdBorderColor;`
| `property FdBorderWidth: TSFInt32 read FFdBorderWidth;`
| `property FdBoundaryModeS: TSFString read FFdBoundaryModeS;`
| `property FdBoundaryModeT: TSFString read FFdBoundaryModeT;`
| `property FdBoundaryModeR: TSFString read FFdBoundaryModeR;`
| `property FdMagnificationFilter: TSFString read FFdMagnificationFilter;`
| `property FdMinificationFilter: TSFString read FFdMinificationFilter;`
| `property FdTextureCompression: TSFString read FFdTextureCompression;`
| `property FdTexturePriority: TSFFloat read FFdTexturePriority;`
| `property FdGenerateMipMaps: TSFBool read FFdGenerateMipMaps;`
| `property FdGUITexture: TSFBool read FFdGUITexture;`
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