Page 20/36 TGLCamera You can think of a camera as a point in space where the scene is viewed from. Camera has position, direction and up vectors same as other objects. You cam move and rotate camera around the scene. Simpler and more useful method of orienting camera is to make it look at another object. Assign the object to  Target  property.   The camera will always point to that object wherever it moves. FieldOfView  is   a   value   that   changes   camera   lenses.   Lower   values   make   the   angle overlooking the scene wider and higher values zoom to more focused area. Make sure you don’t use any crazy values as the twisted perspective can be very disturbing for the user. You should also know something about culling planes. Polygons that are too close or too far from the camera are not rendered at all. Planes that divide the scene in visible and invisible parts are   called   near   and   far   culling   planes.   You   can   set   the   position   of   these   planes   with NearFrustrumRange and FarFrustrumRange. Normally only the far culling plane is changed. This creates one small problem. As the camera moves forward objects suddenly spring into the view as they get past the far culling plane. To reduce this unwanted effect fog is often used. You can enable fog in TGLSceneViewer.Buffer together with fog options. Fog has start and end range. Any polygons between   the   two   borders   will   change   transparency   with   full   opacity   at   start   range   and   full transparency at end range. Make the end range of the fog same as far culling range and color of the fog same as color of scene viewer background. TGLLightSource First we should explain what lights can do in GLScene. Without lights the scene would be dark. Lights illuminate the scene. We can have maximum number of eight lights. Every light except of parallel lights has a range limit how far it shines. Beyond that distance it has no effect. From the GLScene beginner's guide, Jan Zizka, 2005