Rendering demos :

- tobitmap :
  - getting viewer content into a TBitmap with CreateSnapShot
  - rendering to a high resolution bitmap suitable for printing
- culling :
  - using and selecting scene culling (object-based or hierarchical)
  - visualizing impact of scene culling on frame rate
- memviewer :
  - using the TGLMemoryViewer for off-screen rendering
  - using off-screen render result in a texture
  - controling VSync
- fullscreen :
  - basic sample for TGLFullScreenViewer to go fullscreen and switch screen resolution
  - uses TGLCanvas to render a 2D overlay mouse reticle
- basicsdl :
  - basic sample for TGLSDLViewer and using SDL
  - cube environment mapping
- OctreeDemo :
  - demo of using an Octree to cull dynamic objects
- lining :
  - demo of using TGLOutlineShader and TGLHiddenlineShader
- fog :
  - demo showing the use of fog in GLScene
- invariance :
  - demo showing the use of invariance in GLScene (Makes a foggy surface on texture)
- multiproxy :
  - Illustrates the use of TGLMultiProxy to perform discreet LOD.
- SkyBox :
  - Example using GLSkybox... or 2.
- Quadtree Visibility Culling :
  - demo using Quadtrees to perform visibility culling.
- Blur :
  - Adding a GLBlur to an object will make it blur only that object. Adding it to the scene root will blur all the scene.
- GLBumpShader :
  - Using the GLBumpShader for object space bump mapping. There are currently 2 bump methods: a dot3 texture combiner and a basic ARB fragment program. Specular: Blinn or Phong
  - Demonstrates checking for card capability and responding with program limiting changes.
- celshading :
  - GLCelShader component: GLTexturedCelShader
  - This could use a Check for card capability and response with program limiting changes.
- Per-Pixel phong shading demo. :
  - The TGLPhongShader implements phong shading through the use of an ARB vertex and fragment program.
  - This could use a Check for card capability and response with program limiting changes.

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