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· Children Not shown in object inspector. List of all children this object has. Children can
be accessed by index starting with zero.
· Count Not shown in object inspector. Number of children plus one. The array of children
is zero based index.
· Direction Vector pointing in front of object. This vector is normalized. It means that its
length is 1. Default value is [0,0,1].
· Effects Each object can emit particle effects. If you use one of PFX managers you can add
effects here.
List of available effects:
PFX Source
FireFX
ThorFX
ExplosionFX
· Objects Sorting The order in which objects get rendered.
· Material Described in TGLMaterialLibrary chapter.
· Parent Not shown in object inspector. Object one level up in scene hierarchy tree.
· PitchAngle Angle describing objects rotation around Y axis in degrees. Be aware that
changing this value does not always produce the same effect. It is recommended to use
Direction and Up vectors instead.
· Position Vector describing position of object in 3D space. Default value is [0,0,0].
· RollAngle Angle describing objects rotation around X axis in degrees. Be aware that
changing this value does not always produce the same effect. It is recommended to use
Direction and Up vectors instead.
· Scale The size of object is set by this vector. You can scale the object non-uniformly, for
example only along X axis. Children do not inherit scale value. Default value is [1,1,1].
· ShowAxes Boolean value enables displaying colored lines aligned to object direction axes.
· TagFloat Similar to well known Tag value only it stores single.
· TurnAngle Angle describing objects rotation around Z axis in degrees. Be aware that
changing this value does not always produce the same effect. It is recommended to use
Direction and Up vectors instead.
· Up This vector together with Direction is used to describe objects rotation in space. Up
vector is always perpendicular to Direction vector and is also normalized. Default value is
[0,1,0].
· Visibility culling Visibility culling can be used to speed up rendering. Objects that are not
in camera view are quickly discarded. But this works only in special cases. This visibility
culling is only object based, not polygon based.
· Visible You can hide or show object. Any code in object's progress event gets executed
even if Visible is false.
GLScene beginner's guide, Jan Zizka, 2005