📄 materials.htm
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<p class="MsoPlainText"><font size="4" face="Courier New"><b>Materials :</b></font></p>
<ul>
<li><a href="transparency/transparency.dpr"><b>transparency</b></a><b> :</b><ul>
<li>how to enable/use transparency in GLScene</li>
<li>understanding/testing the effects of ordering to
get the right effect with transparency + Z-Buffer</li>
</ul>
</li>
<li><a href="texformat/texformat.dpr"><b>texformat</b></a><b> :</b><ul>
<li>using alternative texture formats and texture
compression in GLScene</li>
<li>viewing the (visual) effects of texture formats
and texture compression on sample textures</li>
</ul>
</li>
<li><a href="texanim/texanim.dpr"><b>texanim</b></a><b> :</b><ul>
<li>"animating" a texture via material
switches</li>
<li>using the material library for a texture
animation effect</li>
</ul>
</li>
<li><a href="fire2D/Fire2D.dpr"><b>Fire2D</b></a><b> :</b><ul>
<li>a dynamic (animated) texture evolving in real-time</li>
<li>using Graphics32 (www.g32.org) to generate texture maps at run-time</li>
</ul>
</li>
<li><a href="multitexture/multitexture.dpr"><strong>multitexture</strong></a>
:<ul>
<li>multitexturing in GLScene via a MaterialLibrary</li>
<li>using multitexturing for basic lightmapping</li>
</ul>
</li>
<li><a href="cubemap/cubemap.dpr"><b>cubemap</b></a><b> :</b><ul>
<li>using cube environment mapping to simulate reflections/chrome</li>
<li>setting up a cube map under GLScene</li>
</ul>
</li>
<li><a href="mirror/mirror.dpr"><b>mirror</b></a><b> :</b><ul>
<li>using the mirror object</li>
</ul>
</li>
<li><a href="multipass/multipass.dpr"><b>multipass</b></a><b> :</b><ul>
<li>multipass rendering with a custom TGLShader</li>
<li>fast wireframe hidden lines rendering</li>
</ul>
</li>
<li><a href="dyncubemap/dyncubemap.dpr"><b>dyncubemap</b></a><b> :</b><ul>
<li>generating cube maps dynamically, at runtime</li>
<li>using cube environment mapping to simulate reflections/chrome</li>
</ul>
</li>
<li><a href="customquad/customquad.dpr"><b>customquad</b></a><b> :</b><ul>
<li>adding materials to a material library at run-time</li>
<li>rendering your custom OpenGL code with
TDirectOpenGL</li>
<li>using standard materials in custom OpenGL code</li>
</ul>
</li>
<li><a href="procedural/procedural.dpr"><b>procedural</b></a><b> :</b><ul>
<li>procedural (animated) textures demos</li>
<li>view and adjust interactively parameters for a Perlin noise procedural texture</li>
</ul>
</li>
<li><a href="multimaterial/multimaterial.dpr"><b>multimaterial</b></a><b> :</b><ul>
<li>applying multiple materials/textures to an object through using the GLMultiMaterialShader component</li>
</ul>
</li>
</ul>
<p><a href="..\demos.htm">Back</a></p>
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