Materials :
- CubeMap :
- using cube environment mapping to simulate
reflections/chrome
- setting up a cube map

- Custom
Quad :
- adding materials to a material library at
run-time
- rendering your custom OpenGL code with
TGLDirectOpenGL
- using standard materials in custom OpenGL
code

- Dynamic
Cubemap :
- generating cube maps dynamically, at
runtime
- using cube environment mapping to simulate
reflections/chrome

- Fire_GR32 :
- a dynamic (animated) texture evolving in
real-time
- using Graphics32 (www.g32.org) to generate 2D
texture maps at run-time



- Multi
Material :
- applying multiple materials/textures to an
object
- through using the GLMultiMaterialShader
component

- Multi
Pass :
- multipass rendering with a custom TGLShader
- fast wireframe hidden lines rendering

- Multi
Texture :
- 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

- Texture
Animation :
- "animating" a texture via
material switches
- using the material library for a texture
animation effect


- Texture
Format :
- using alternative texture formats and
texture compression
- viewing the (visual) effects of texture
formats and texture compression on sample textures

- Transparency :
- how to enable/use transparency
- understanding/testing the effects of
ordering
- to get the right effect with transparency +
Z-Buffer

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