Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Delphi GUI Programming with FireMonkey

You're reading from   Delphi GUI Programming with FireMonkey Unleash the full potential of the FMX framework to build exciting cross-platform apps with Embarcadero Delphi

Arrow left icon
Product type Paperback
Published in Oct 2020
Publisher Packt
ISBN-13 9781788624176
Length 546 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Andrea Magni Andrea Magni
Author Profile Icon Andrea Magni
Andrea Magni
Arrow right icon
View More author details
Toc

Table of Contents (18) Chapters Close

Preface 1. Section 1: Delphi GUI Programming Frameworks
2. Introducing the FireMonkey Framework FREE CHAPTER 3. Exploring Similarities and Differences with VCL 4. Section 2: The FMX Framework in Depth
5. Mastering Basic Components 6. Discovering Lists and Advanced Components 7. Using FireDAC in FMX Applications 8. Implementing Data Binding 9. Understanding FMX Style Concept 10. Divide and Conquer with TFrameStand 11. Building Responsive UIs 12. Orchestrating Transitions and Animations 13. Section 3: Pushing to The Top: Advanced Topics
14. Building Responsive Applications 15. Exploring Cross-Platform Services 16. Learning about FMX 3D Capabilities 17. Other Books You May Enjoy

Building a 3D application

In this section, you will learn how to build your first 3D application. We need to learn how to set up a 3D viewport and to deal with lights and materials.

There are basically two ways to enable 3D capabilities in your applications:

  • Build a 3D FMX application that basically has a TForm3D inherited-from instance as the main form.
  • Build a regular (2D) FMX cross-platform application and use a TViewport3D component to host 3D controls inside of it.

The choice among the two options largely depends on the kind of application you're building. The first option may be the best choice while building a 3D virtual environment. The user usually expects an immersive experience, with a first-person view. In this case, in games, the 3D-world simulation of players and some similar applications are typical use case examples.

The second option (a regular 2D application with a 3D scene container) can be more appropriate when you need to provide standard user interface...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime