Castle Game Engine: X3DNodes: Class TViewportNode

# Class TViewportNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TViewportNode = class(TAbstractX3DGroupingNode, IAbstractBoundedObject)` ## Description no description available, TAbstractX3DGroupingNode description follows no description available, TAbstractGroupingNode description follows This is a VRML/X3D >= 2.0 grouping node. This will push/pop full TX3DGraphTraverseState in Before/AfterTraverse. It also propagates DirectionalLights in any child to all children in VRML2ActiceLights. To keep X3D hierarchy, this descends from X3DChildNode. This way TAbstractX3DGroupingNode and TStaticGroupNode inherit also from X3DChildNode. ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractChildNode TAbstractGroupingNode TAbstractX3DGroupingNode TViewportNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
### Properties
| `property FdClipBoundary: TMFFloat read FFdClipBoundary;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
### Properties
| `property FdClipBoundary: TMFFloat read FFdClipBoundary;`
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