{: A sample for the Gui interface system. To use the Gui you must place a TGLGUILayout component on your form, this is a storage for Gui layouts within a single texture, each layout is identified by a name. All Layouts can be used with any Gui Component, however features like a forms title might look awkward on a checkbox... For correct usage a Material Library should be used. Both the TGLGUILayout and each gui component should have the same material from the material library. A BitmapFont or WindowsFont should also be used and applied to both layout and components. To Interface correctly, handlers must send the mouse and key events to a root gui component, this can be any of the keyboard aware gui components or a RootControl(a tramsparent component with no other purpose) Plus the root gui component should have its DoChanges invoked, this makes form movement and other mouse/key events changes fluintly match the rendering process, eg no flicker. All other Gui component must be below the root control in the GLScene hierachy, this is a rule which allows you to seperate gui from the rest of glscene and save some clock cycles on operations. Plus mouse events... For a more thorough look on the gui please check out my article on the glscene back bone: http://www.ting.it/gls.dll in the "Source" - "Core" Section called "An Overview: GLScene GUI" History : } program GuidemoD; uses Forms, fGuiDemoD in 'fGuiDemoD.pas' {FormGuidemo}; {$R *.RES} begin Application.Initialize; Application.CreateForm(TFormGuidemo, FormGuidemo); Application.Run; end.