Page 10/36 Components This chapter is divided in four parts describing four groups of GLScene components:  GLScene, GLScene PFX, GLScene utils and GLScene shaders. GLScene GLScene The basic component. You can open GLScene editor by double clicking on it. GLSceneViewer The scene viewer represents a rectangular canvas where the scene gets rendered. It's size or width – length ration is not restricted. The bigger the viewer the slower the rendering will be. You must specify  Scene  and  Camera  properties. Change important rendering context through  Buffer property. However leaving Buffer default properties will suffice in most cases. GLFullScreenViewer Same   as   TGLSceneViewer   but   switches   to   fullscreen   mode.   The   resolution   has   to   be readable for the graphics card and monitor. So it should be something like 800 x 600 or 1024 x 768. GLMemoryViewer Memory viewer is a virtual canvas. You can render on it, read it’s output from the memory. But you can not see any picture on the screen. It is used for example for rendering cube maps for real time reflections or more advanced shadow techniques. GLMaterialLibrary Material library is a storage component for materials. It has collection of materials and you can access individual materials by index or the material name. At this point I should explain something about how materials are handled in GLScene. Each object where material is applicable has its  Material  property. You can edit materials directly in object inspector or double click on the ellipsis icon next to material and open material editor. Material editor has three tabs and a window with an example cube textured with current material. The three tabs are: 1.  Front properties – edit material quality of object’s front faces. Diffuse color being the most important. It defines color of the object on direct light. Ambient color defines the color of object in dark spots. Specular color is color of high reflections and shininess defines how big those reflections are. Emission color makes the object glow. But for now just remember that to change object’s basic color use diffuse color. Other material qualities like reflection and shininess can be achieved more realistically with material shaders. GLScene beginner's guide, Jan Zizka, 2005