Material determines how the geometry looks on the screen, by providing parameters to the lighting equations. This is the material responsible for the Phong lighting model.
It may be one-sided material under some cirumstances (black from the back side). To have a two-sided material, either use TTwoSidedMaterialNode, or set the shading to Phong using TRenderingAttributes.PhongShading or TAbstractShapeNode.Shading.
Generated by PasDoc 0.15.0.