Object's are made up of lists of sceneobjects. For example a mirror is made up of a mirror object with a wood plane at the back. The sceneobjects are based upon Glscene scene objects. For example TGLCube in GLScene has 'cubewidth', 'cubeheight', 'cubedepth' just like a cube. Therefore if you are familiar with GLScene it should be easier to use the GLScene Objects in the mud client.
Popular sceneobjects are freeform's (models like a table), actors (models with a skeleton) and sprites.
The following is a brief description of the different GLScene objects used:
Freeform
Stationary 3d model. Can be a large town or a smaller object like a chair. Refer to models for more information about modelling.

Actor
A moving 3d model with a skeleton such as a man shovelling

Sprite
Displays a texture on a plane and the plane always faces the camera. Useful for vegetation since don't need to display a high poly model instead just a single sprite with a vegetation texture.

Plane
Draws a plane and can be textured.
Mirror
Displays a reflection. 'Mirrorobject' is the name of the object to mirror (or blank for the whole scene. 'headbox' is the name of the player therefore if mirrorobject="headbox" only the player will be reflected in the mirror.

Lensflare
Displays a the flare you get when you take a photograph near the sun. Can be used to make a sun like object.

Flattext
Allows you to write text in 3D eg on a sign.

Proxyobject
Allows you to reference an object in the proxies list. If have many copies of an object (eg a table) referencing a proxyobject can provide a faster framerate. Refer to the proxying document for more information
Hudsprite
Displays a sprite in screen coordinates instead of 3D coordinates.

Dummycube
This is an invisible object. It is used if you for example want only to see effects in an object. For example you might use it to display a fire.
<OBJECT name="fire">
- <DUMMYCUBE >
- <EFFECTS>
- <FIREFX manager="fire"/>
- </EFFECTS>
- </DUMMYCUBE>
</OBJECT>
Frustrum
Displays a frustrum shape

Refer to [http://glscene.sourceforge.net/wikka/TGLFrustrum]
Disk
Displays a disk with a given inner and outer radius.
Sphere
Displays a sphere with either its surface on the outside or inside.
Terrainrenderer
Displays a terrain. It uses advanced algorithms to display a terrain efficiently and can be faster than a freeform terrain though can be difficult map textures to different parts of the terrain.
Cylinder
Displays a cylinder of a given height and radius
Waterplane
Can be used to display a water surface with moving waves. Large water surfaces can reduce the frame rate greatly so useful mainly on smaller water bodies. The speed and height of waves can be configured.

Cube
Draws a cube of given height, width and depth.
Lines
Draws connected lines in space. Lines are defined as a list of 3D points where each 3d point is connected to the previous point in the list. It is not possible to draw non connected lines.
Multiproxy
Allows scene objects to be switched based upon the distance the object is from the camera. For example, when generating a forest, close to the camera could be a freeform, further away from the camera could be a sprite and furthest away points. This can increase the frame rate by reducing the number of objects that require a lot of resources to display. The 'masterobjects' property provides a list of different objects to be specified with an associated distance.
Points
Allows the drawing of 3D points in space. You can create a list of points or just display one point with this object. Points have a 'Size' parameter which determines how many pixels in diameter the point will have on screen. If the point has size 3 it will be represented by 3 pixels on screen whether the point may be close to the camera or far away from the camera. Perspective does not apply here. Points can be rounded or squared and antialiased.