object Form1: TForm1 Left = 0 Top = 0 Caption = 'Render To Texture' ClientHeight = 508 ClientWidth = 805 Color = clBtnFace Font.Charset = DEFAULT_CHARSET Font.Color = clWindowText Font.Height = -11 Font.Name = 'Tahoma' Font.Style = [] OldCreateOrder = False OnCreate = FormCreate PixelsPerInch = 96 TextHeight = 13 object GLSceneViewer1: TGLSceneViewer Left = 0 Top = 0 Width = 701 Height = 508 Camera = GLCamera1 Buffer.BackgroundColor = clGray FieldOfView = 157.727386474609400000 Align = alClient TabOrder = 0 end object Panel1: TPanel Left = 701 Top = 0 Width = 104 Height = 508 Align = alRight TabOrder = 1 object Label1: TLabel Left = 6 Top = 8 Width = 60 Height = 19 Caption = 'Options' Font.Charset = DEFAULT_CHARSET Font.Color = clWindowText Font.Height = -16 Font.Name = 'Arial' Font.Style = [fsBold] ParentFont = False end object CheckBox1: TCheckBox Left = 6 Top = 128 Width = 57 Height = 17 Caption = 'VSync' TabOrder = 0 OnClick = CheckBox1Click end object SB: TRadioGroup Left = 6 Top = 151 Width = 91 Height = 89 Caption = 'Texture size' ItemIndex = 2 Items.Strings = ( '256x256' '512x512' '2048x2048') TabOrder = 1 OnClick = SBClick end object RB: TRadioGroup Left = 6 Top = 33 Width = 91 Height = 89 Caption = 'Texture frame' ItemIndex = 0 Items.Strings = ( '1:1' '1:2' '1:10') TabOrder = 2 OnClick = RBClick end end object GLScene1: TGLScene Left = 32 Top = 24 object GLLightSource1: TGLLightSource Ambient.Color = {9A99993E9A99993E9A99993E0000803F} ConstAttenuation = 1.000000000000000000 Position.Coordinates = {0000A0400000A0400000A0400000803F} Specular.Color = {0000803F0000803F0000803F0000803F} SpotCutOff = 180.000000000000000000 end object GLDirectOpenGL1: TGLDirectOpenGL UseBuildList = False OnRender = GLDirectOpenGL1Render Blend = False end object GLFBORenderer1: TGLFBORenderer Active = False Width = 2048 Height = 2048 ColorTextureName = 'pong' MaterialLibrary = GLMaterialLibrary1 BackgroundColor.Color = {0000803F00000000000000000000803F} ClearOptions = [coColorBufferClear, coDepthBufferClear] Camera = GLCamera1 SceneScaleFactor = 512.000000000000000000 RootObject = GLCube1 EnabledRenderBuffers = [erbDepth] AfterRender = GLFBORenderer1AfterRender end object GLFBORenderer2: TGLFBORenderer Active = False Width = 2048 Height = 2048 ColorTextureName = 'ping' MaterialLibrary = GLMaterialLibrary1 BackgroundColor.Color = {0000803F00000000000000000000803F} ClearOptions = [coColorBufferClear, coDepthBufferClear] Camera = GLCamera1 SceneScaleFactor = 512.000000000000000000 RootObject = GLCube1 EnabledRenderBuffers = [erbDepth] AfterRender = GLFBORenderer2AfterRender end object GLCube1: TGLCube Material.MaterialLibrary = GLMaterialLibrary1 Material.LibMaterialName = 'ping' CubeSize = {000000400000004000000040} end object GLCamera1: TGLCamera DepthOfView = 100.000000000000000000 FocalLength = 50.000000000000000000 TargetObject = GLCube1 Position.Coordinates = {0000004000000040000000400000803F} end end object GLCadencer1: TGLCadencer Scene = GLScene1 OnProgress = GLCadencer1Progress Left = 32 Top = 72 end object GLMaterialLibrary1: TGLMaterialLibrary Materials = < item Name = 'ping' Tag = 0 Material.DepthProperties.DepthClamp = True Material.Texture.ImageClassName = 'TGLBlankImage' Material.Texture.Image.ColorFormat = 6408 Material.Texture.TextureMode = tmModulate Material.Texture.FilteringQuality = tfAnisotropic Material.Texture.Disabled = False end item Name = 'pong' Tag = 0 Material.Texture.ImageClassName = 'TGLBlankImage' Material.Texture.Image.ColorFormat = 6408 Material.Texture.TextureMode = tmModulate Material.Texture.FilteringQuality = tfAnisotropic Material.Texture.Disabled = False end> Left = 160 Top = 24 end object Timer1: TTimer OnTimer = Timer1Timer Left = 160 Top = 80 end object GLSimpleNavigation1: TGLSimpleNavigation Form = Owner GLSceneViewer = GLSceneViewer1 FormCaption = 'RenderToTexture - %FPS' KeyCombinations = < item ShiftState = [ssLeft, ssRight] Action = snaZoom end item ShiftState = [ssLeft] Action = snaMoveAroundTarget end item ShiftState = [ssRight] Action = snaMoveAroundTarget end> Left = 288 Top = 24 end end