object Form1: TForm1 Left = 0 Top = 0 Caption = 'GLScene Quake Actor' ClientHeight = 458 ClientWidth = 783 Color = clBtnFace Font.Charset = DEFAULT_CHARSET Font.Color = clWindowText Font.Height = -11 Font.Name = 'Tahoma' Font.Style = [] OldCreateOrder = False WindowState = wsMaximized OnCreate = FormCreate OnDestroy = FormDestroy PixelsPerInch = 96 TextHeight = 13 object Panel1: TPanel Left = 0 Top = 0 Width = 783 Height = 73 Align = alTop TabOrder = 0 object Label1: TLabel Left = 16 Top = 16 Width = 72 Height = 13 Caption = 'Legs Animation' end object Label2: TLabel Left = 200 Top = 16 Width = 77 Height = 13 Caption = 'Torso Animaiton' end object Label3: TLabel Left = 380 Top = 8 Width = 71 Height = 13 Caption = 'Torso direction' end object Label4: TLabel Left = 496 Top = 8 Width = 25 Height = 13 Caption = 'Head' end object Label5: TLabel Left = 616 Top = 20 Width = 19 Height = 13 Caption = 'Skin' end object ComboBox1: TComboBox Left = 16 Top = 32 Width = 169 Height = 21 Style = csDropDownList TabOrder = 0 OnChange = ComboBox1Change end object ComboBox2: TComboBox Left = 200 Top = 32 Width = 145 Height = 21 Style = csDropDownList TabOrder = 1 OnChange = ComboBox2Change end object TrackBar1: TTrackBar Left = 372 Top = 24 Width = 109 Height = 21 Max = 90 Min = -90 TabOrder = 2 end object TrackBar2: TTrackBar Left = 372 Top = 48 Width = 109 Height = 21 Max = 90 Min = -90 TabOrder = 3 end object TrackBar3: TTrackBar Left = 488 Top = 24 Width = 109 Height = 21 Max = 90 Min = -90 TabOrder = 4 end object TrackBar4: TTrackBar Left = 488 Top = 48 Width = 109 Height = 21 Max = 90 Min = -90 TabOrder = 5 end object ComboSkin: TComboBox Left = 612 Top = 36 Width = 85 Height = 21 TabOrder = 6 Text = 'Default' OnChange = ComboSkinChange Items.Strings = ( 'Default' 'Red' 'Blue') end end object GLSceneViewer1: TGLSceneViewer Left = 0 Top = 73 Width = 783 Height = 385 Camera = GLCamera1 Buffer.BackgroundColor = clSkyBlue Buffer.ContextOptions = [roDoubleBuffer, roStencilBuffer, roRenderToWindow] FieldOfView = 51.398372650146480000 Align = alClient OnMouseDown = GLSceneViewer1MouseDown OnMouseMove = GLSceneViewer1MouseMove TabOrder = 1 end object GLScene1: TGLScene Left = 32 Top = 80 object DummyCube1: TGLDummyCube CubeSize = 1.000000000000000000 object GLLightSource1: TGLLightSource Ambient.Color = {0000803F0000803F0000803F0000803F} ConstAttenuation = 1.000000000000000000 Position.Coordinates = {0000204100000000000020410000803F} LightStyle = lsOmni SpotCutOff = 180.000000000000000000 end object GLCamera1: TGLCamera DepthOfView = 1000.000000000000000000 FocalLength = 400.000000000000000000 TargetObject = DummyCube1 Position.Coordinates = {00009041000080410000C0400000803F} Direction.Coordinates = {2EF964BF2EF9E43E0000000000000000} Up.Coordinates = {00000000000000000000803F00000000} end end object ModelCube: TGLDummyCube CubeSize = 1.000000000000000000 object Legs: TGLActor Interval = 100 MaterialLibrary = MatLib object Torso: TGLActor Interval = 100 MaterialLibrary = MatLib object Head: TGLActor Interval = 100 MaterialLibrary = MatLib end object Weapon: TGLActor Interval = 100 MaterialLibrary = MatLib object GunSmoke: TGLDummyCube CubeSize = 1.000000000000000000 EffectsData = { 0458434F4C02010201061254474C536F75726365504658456666656374020202 001200000000020002000617474C506F696E744C696768745046584D616E6167 657231050000000000000080FF3F0206020008020008020008050000000000CD CCCCFA3F050000000000CDCCCCFA3F050000000000CDCCCCFA3F020002000905 00000000000000000000080200} end end end end end object GLShadowPlane1: TGLShadowPlane Material.DepthProperties.DepthWrite = False Position.Coordinates = {0000000000000000000080BF0000803F} Height = 10.000000000000000000 Width = 10.000000000000000000 ShadowingObject = ModelCube ShadowedLight = GLLightSource1 end object GLParticleFXRenderer1: TGLParticleFXRenderer end end object GLCadencer1: TGLCadencer Scene = GLScene1 SleepLength = 0 OnProgress = GLCadencer1Progress Left = 120 Top = 80 end object Timer1: TTimer OnTimer = Timer1Timer Left = 208 Top = 80 end object MatLib: TGLMaterialLibrary Left = 32 Top = 144 end object GLPointLightPFXManager1: TGLPointLightPFXManager Cadencer = GLCadencer1 Renderer = GLParticleFXRenderer1 Acceleration.Coordinates = {0000000000000000CDCC4C3E00000000} Friction = 1.000000000000000000 ParticleSize = 0.200000002980232200 ColorInner.Color = {0000403F0000403F0000403F0000403F} ColorOuter.Color = {0000403F0000403F0000403F00000000} LifeColors = < item LifeTime = 3.000000000000000000 SizeScale = 1.000000000000000000 end> Left = 120 Top = 144 end end