October 2020
Intermediate to advanced
546 pages
12h 55m
English
In the previous chapter, we saw how to take advantage of FMX as an application framework and gain access to cross-platform services while retaining the single-code-base approach. Some of the topics covered represented clear examples of how FMX is a high-level abstraction of underlying platform/device capabilities. Just remember what we have seen about touch capabilities.
This chapter is dedicated to FMX 3D related capabilities. 3D graphics can be very effective for a certain slice of applications and provide a chance to deliver some extra visuals or effects to the end user.
Generally speaking, 3D programming is surely one of the most challenging areas for the developer. To properly master this topic over ...
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