Materials :

- cubemap :
  - using cube environment mapping to simulate reflections/chrome
  - setting up a cube map under GLScene
- customquad :
  - adding materials to a material library at run-time
  - rendering your custom OpenGL code with TDirectOpenGL
  - using standard materials in custom OpenGL code
- dyncubemap :
  - generating cube maps dynamically, at runtime
  - using cube environment mapping to simulate reflections/chrome
- Fire2D :
  - a dynamic (animated) texture evolving in real-time
  - using Graphics32 (www.g32.org) to generate texture maps at run-time
- Material Script :
  - Scripting capabilities for automatic material loading
- mirror :
  - using the mirror object
- multimaterial :
  - applying multiple materials/textures to an object through using the GLMultiMaterialShader component
- multipass :
  - multipass rendering with a custom TGLShader
  - fast wireframe hidden lines rendering
- multitexture :
  - multitexturing in GLScene via a MaterialLibrary
  - using multitexturing for basic lightmapping
- procedural clouds :
  - procedural (animated) textures demos
  - view and adjust interactively parameters for a Perlin noise procedural texture
  - a transparent extension (Note requires RGBA textures)
  - Seed and Random number file computation were added
- texanim :
  - "animating" a texture via material switches
  - using the material library for a texture animation effect
- texcombine :
  - TexCombineShader demo / mini-lab
- texformat :
  - using alternative texture formats and texture compression in GLScene
  - viewing the (visual) effects of texture formats and texture compression on sample textures
- transparency :
  - how to enable/use transparency in GLScene
  - understanding/testing the effects of ordering to get the right effect with transparency + Z-Buffer

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