{: Advanced Demo for the GLScene Portal Renderer. This example is quite big since it include a small "maze editor" : the grid defines walls and open areas, ala Wolfenstein maps, and the viewer displays the result interactively. The portal mesh generation has been compacted in BBProcess but does not generate a "perfect" portal mesh, indeed it is some kind of a worst case situation since there are many more portals than actual polygons. The GLScene portal object can handle all kind of polygonal descriptions, with not necessarily convex polygons, and non necessarily closed areas. It is optimized for T&L accelerated cards ie. only an ultra-basic culling is performed. It hasn't been tested on many map styles or 3D boards yet, but this approach just tramples any "classic" (CPU-intensive) portal renderers on my GeForce... not sure how it will scale, though. } program PortalD; uses Forms, fPortalD in 'fPortalD.pas' {FormPortal}; {$R *.RES} begin Application.Initialize; Application.CreateForm(TFormPortal, FormPortal); Application.Run; end.