This directory contains the module code for the materials
editor. The viewports in the editor are based on OpenGL
so this means they are not optimized for out output
rendering techniques. For example:

- Multiple bitmaps will have to be blended to one bitmap
  in memory before displaying onto the material sphere.

- Compensation for general rendering, this also means
  raytracing.

The viewports in the materials editor were also used in
the light dialog. In both viewport types you can move the
ligth about.

Due to the color limitations of shared colors under X-Windows
material samples may be of poor quality. The Materials editor
was designed to work under at least: 800x600 in 16 bit color
or more.
