Book Image

Expert Delphi - Second Edition

By : Marco Cantù, Paweł Głowacki
Book Image

Expert Delphi - Second Edition

By: Marco Cantù, Paweł Głowacki

Overview of this book

Master Delphi, the most powerful Object Pascal IDE and versatile component library for cross-platform native app development, by harnessing its capabilities for building natively compiled, blazingly fast apps for all major platforms, including Android, iOS, Windows, Mac, and Linux. Expert Delphi begins with a quick overview of Delphi, helping you get acquainted with the IDE and the Object Pascal language. The book then quickly progresses to more advanced concepts, followed by the architecture of applications and the FireMonkey library, guiding you through building server-side services, parallel programming, and database access. Toward the end, you’ll learn how to integrate your app with various web services and deploy them effectively. By the end of this book, you’ll be adept at building powerful, cross-platform, native apps for iOS, Android, Windows, and macOS—all from a single code base.
Table of Contents (21 chapters)
Free Chapter
1
Part 1: Building Blocks
6
Part 2: Going Mobile
12
Part 3: From Data to Services
19
Index

Direct use of Context3D

Similar to FireMonkey 2D architecture, there are two possible approaches to 3D rendering. We can render in code or use reusable components. The first path is what is used by many other programming languages and development environments, and it is what we are going to cover in the first part of this chapter. The main issue is that the more complex and sophisticated our 3D visualization is, the more complex our 3D rendering code becomes.

Using rapid application development with components very quickly pays off as we typically do not need to write too much code to build a great user experience with interactive 3D worlds. This is what we are going to focus on later in the chapter.

As mentioned, the main interface for calling 3D APIs in a cross-platform way in FireMonkey is the TContext3D class. For this reason, let’s start by building a simple project that is going to use the TContext3D class directly in code.

The starting point is to create a new...