Page 18/36 Objects As described in ‘How does it work?’ chapter I refer to GLScene objects as objects not present in components tabs. GLScene objects are created, edited and deleted in GLScene editor. Objects are arranged into categories. Some objects don’t fall into any category and stand alone. Let’s have a closer look at GLScene editor before we start describing objects one by one. GLScene editor is opened by double clicking on GLScene in object editor. A tree view contains all objects in your scene. At the beginning there will be only Scene root that contains Cameras and Scene objects. Scene root refers to GLScene.Objects which is the top element in scene hierarchy. Cameras have special position in the hierarchy. Right click on cameras then click on Add camera a new camera is created. Later the camera can be moved around the hierarchy tree and become a child of any other object. All other objects you create will be arranged under  scene objects. To place an object in the scene right click scene objects and select the object you want. If you want the new object to become a child of already existing object right click on the parent object. A new object is always placed on the last position within the current hierarchy tree level. The order of objects in the tree hierarchy is important. The topmost object gets rendered first. If it has any children they are rendered next, the one on the top first again. The rendering goes on branch by branch until it reaches the bottom of the tree. The rendering order is important for transparent objects. Transparent objects must always be rendered last otherwise you can get visual artifacts in the scene. Some objects though (like HUD objects or particles) take care about rendering order themselves  and  can  be  placed  anywhere in   the tree hierarchy.  You can  change  object’s position in the tree by dragging it over to another object or by right clicking on it and selecting Move object up or Move object down. Common object properties All objects have some properties that you will use frequently. Here is an itemized list of some properties common to all objects: ·    Behaviors – If you add behavior to object, it will act according to that behavior. Usually they alter object's movement, sound or collision detections. You can add more than one behaviors. They work together with GLScene Utils components. List of behaviors: Collision Simple Inertia Simple Acceleration Sound Emitter Movement controls FPS Movement DCE Static Collider DCE Dynamic Collider ODE Dynamic ODE Static ODE HeightField Collider GLScene beginner's guide, Jan Zizka, 2005