Difference between revisions of "GLScene/de"

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=== About ===
=== Über ===
GLScene is an OpenGL based 3D library. It was initially written for Delphi, now it is running in C++ Builder, Kylix, Delphi and Lazarus.
GLScene ist eine auf OpenGL basierende 3D Bibliothek. It was initially written for Delphi, now it is running in C++ Builder, Kylix, Delphi and Lazarus.
Its main caracteristics are :
Its main caracteristics are :
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[[Image:Gl ode.jpg]]
[[Image:Gl ode.jpg]]
=== Author ===
=== Autor ===
Author: initially Mike Lischke<br>
Autor: initially Mike Lischke<br>
at time maintained by Eric Grange<br>
at time maintained by Eric Grange<br>
LCL Port: [[User:Christian|Christian Ulrich]]  
LCL Port: [[User:Christian|Christian Ulrich]]  
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A [[Lazarus- Game Developers Edition|fully featured windows installer]] is planned.
A [[Lazarus- Game Developers Edition|fully featured windows installer]] is planned.
=== Help ===
=== Hilfe ===
Can be found at [http://www.glscene.org Main GLScene Page]
Can be found at [http://www.glscene.org Main GLScene Page]

Revision as of 23:23, 3 February 2007

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GLScene ist eine auf OpenGL basierende 3D Bibliothek. It was initially written for Delphi, now it is running in C++ Builder, Kylix, Delphi and Lazarus.

Its main caracteristics are :

Scene description

  • hierarchical objects structure, with as many objects as memory allows, easily extendable
  • interactive scene management (numerous Delphi experts)
  • easy to use rotation and movement functions for each object
  • predefined objects (all standards from cube to teapot to sprite), easily extendable
  • structural objects (dummy cube, proxy object) for manageing composite objects
  • procedural objects (heightfield, revolution solids, pipes, tesselators...)
  • support for 2D and 1D objects (sprites, lines with spline support) fully integrated
  • HUD objects (sprites rendered in 2D coordinates)
  • Utility objects (grids, skydome, arrows...)
  • support classes for directly accessing OpenGL
  • camera and light objects that can be used anywhere in a scene objects hierarchy
  • behaviour objects can be attached to objects for animation purposes, easily extendable
  • per-object special effects (before/after object rendering and scene after-effects), easily *extendable
  • support for particle systems, any object or object structure can be a particle
  • 3D Studio file import with automatic and precise normal vector calculation (using the given *smoothing groups of the file) and texture coordinate import
  • Other imported formats : OBJ/OBJF, SMD, MD2, STL, TIN, PLY


  • easy to use, optimized, material object
  • material library to share and reuse materials
  • ambient, diffuse, emission, specular and shininess support
  • support of blending modes (transparency, additive...)
  • alpha-channel auto-generation
  • support for OpenGL texture formats, including compressed ones (DXT, S3TC etc.)
  • generic plug-in shaders support
  • High-level Cg shaders support classes
  • polymorphic image support for texturing (allows many formats as well as procedural textures), easily extendable
  • more than 150 predefined colors like clrCornflowerBlue or clrCoolCopper (easily extendable) *in addition to standard colors and direct RGBA specifications
  • easily to use texture movement and scaling properties, independently from texture coordinates
  • 32 bits Bitmap support class


  • automatically uses the hardware OpenGL driver if available
  • a well working camera model using focal length and targeting
  • multiple viewers for one or more scenes, easy change of view through camera selection
  • fog and depth-of-view support
  • render to a file, a bitmap or to the printer in any color and pixel resolution
  • full screen support with dynamic resolution changes
  • reflections and mirror effects
  • dynamic shadow casting
  • high-performance scene-wide transparent particles system support
  • automatic frustrum culling (hierarchical or per-object)


  • propagation of time progression events
  • skeletal animation (multiple bones per vertex)
  • frame interpolation and morph targets
  • easily extendable Behaviours
  • dynamic physics : inertia, acceleration, damping and force application
  • automatic, realtime scene cadenceing


  • easy-to-use functions to determine picked objects
  • helper functions for camera movements
  • helper functions for picked object's translation
  • helper functions for converting between screen and world coordinates, raycasting


  • optimized geometry functions and utilities (vector, quaternion and matrix...)
  • cubic spline support functions and class
  • mesh manipulation and optimization (stripification, vertex-cache awareness, etc.)
  • component to make full-featured screen-saver in a few clicks
  • precise frame speed determination
  • asynchronous timer (multi-threaded)
  • joystick support
  • asynchronous keyboard access, keymap support


Gl effect.jpg Gl cel.jpg Gl trinity.jpg
Gl ode.jpg


Autor: initially Mike Lischke
at time maintained by Eric Grange
LCL Port: Christian Ulrich


The latest stable release can be found on the Lazarus CCR Files page together with a lazarus installer with GLScene already in the Lazarus IDE and GLScene demoes.


you can checkout the actual source from

The command would be:

svn co http://svn.freepascal.org/svn/fpcprojects/glscene/trunk glscene

This will download the trunk (main) repository to "glscene" dir to whereever you invoked the command from.

In windows you can use clients like tortoise SVN and others.

Bug reporting/Feature request

Bug Reporting/Featurerequest

Change Log

  • 01.12.06 Added support for ODE, gtk2 and Cg shaders in Linux (ODE is limited to normal release, unsupported are cone, ccylinder and terrains)
  • 10.08.05 Too many changes to post here see cvs history
  • 16.07.05 GLScene 0.9.X Port
  • look at GLScene Sourceforge Account for complete Changelog

Status: Beta


  • Create the directory lazarus\components\GLScene
  • On this directory, unzip the files from the zip file
  • Open lazarus
  • Open the package .lpk with Component/Open package file (.lpk) for Windows from LazarusWin for Linux from LazarusLin
  • (Click on Compile is only necessary, if you don't want to install the component into the IDE)
  • Click on Install

Hint: sometimes an Error "GLGraphics not found" occurs. Don't worry, just do Tools->Build Lazarus again and it should be ok.

A full install of Lazarus with GLScene already in the IDE is available as binary win32 release or http://www.skinhat.com/lazarus

Just a warning for (new) Linux users: GLScene in its current state is not working "out of the box" (lots of modifications/additions needed).

As of latest trunk version (see svn above) the linux version is working well. Some demos (about 20%) are still broken but the majority of glscene is now working. We're also moving towards making it work in other Unix platforms like FreeBSD.

The missing/nonworking parts on non-windows are: glKeyboard (uses winapi, but is not required mostly), glSound(which uses mm, we need to use openal or somesuch)

A fully featured windows installer is planned.


Can be found at Main GLScene Page