class function ClassNodeTypeName: string; override;
class function URNMatching(const URN: string): boolean; override;
class function ForVRMLVersion(const Version: TX3DVersion): boolean; override;
function Opacity: Single;
Opacity is just a 1 - FdTransparency.Value. Defined for your comfort — for OpenGL you will usually want to pass Opacity, not Transparency.
function ShininessExp: Single;
ShininessExp is just 128 * FdShininess.Value, this is the "real" exponent indicated by shininess field value. Defined for your comfort — for any graphic library you will usually want to pass the "real" exponent given by this function, not just value of shininess field.
Create material information based on this node. Returned TX3DMaterialInfo is valid only as long as this node instance.
function OnlyEmissiveMaterial: boolean;
Only emissiveColor is non-zero, which means that the material behaves like unlit. When ambient and diffuse and specular colors are all zero, then this material is similar to unlit material (in X3D: "Appearance.material=NULL" case), but it's color/transparency is still configurable (using FdEmissiveColor and FdTransparency fields).