
Transformation Demo - Operating Instructions
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This little program demonstrates the use of matrices to correctly transform the 
position and rotation of 3D objects. For the sake of simplicity I did not implement
a camera.

 The relevant code can be found in the function "TObject3D.GetMatrix" in the Unit 
"Classes3D", which returns the correct tranformation matrix on the basis of the 
object's position and two rotations.



SHOW CUBE - button
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After starting the program it shows a rotating cube with six textures that make it 
possible to recognize the actual seen side. Pressing the "Show Cube"-button changes 
the rotation of the cube, so that all sides can be seen. Pls hold the button pressed 
a few seconds. After releasing the button the cube stops rotating.



X/Y/Z-ROTATION - buttons
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By pressing one of these buttons the cube is reset and a first rotation is added 
to the cube as described by the button's captions



ADD X/Y/Z-ROTATION - buttons
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By pressing one of these buttons a second rotation is added.



Additional needed units that are not included:
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dglOpenGL.pas
glBitmap.pas
