- Object
<eye>
- Restrictions : Only one eye is defined
- Parameters
- [position] X Y Z (pixels)
- [rotation] X Y Z (in degrees)
- Object
<light>
- Parameters:
- [position] X Y Z (pixels)
- [rotation] X Y Z (in degrees) -> if not (0,0,0), defines parallel light source
- [color] 0xABCDEF : Color of specular lighting
- Object
<scene>
- All global scene parameters are set here
- Parameters
- +antialias : Sets antialiasing mode on
- +blinding_lights : Sets blinding lights mode on
- [filter] : Available filters;
- RED
- GREEN
- BLUE
- SEPIA
- STEREOSCOPIC
- CARTOON
- CYAN
- Available objects
<sphere>
<plane>
<cylinder>
<cone>
<paraboloid>
<disc>
- Parameters:
- [position] X Y Z (pixels)
- [rotation] X Y Z (in vector direction)
- [color] 0xABCDEF (Hexadecimal)
- [size] in pixels except for
<paraboloid>
and<cone>
in degrees. For disc, if < 0 : Plane with hole - [Spec/Diff/Amb] Phong coefficients (must all be between 0 and 1):
- Specular
- Diffuse
- Ambient
- [R/T/Rf] Descartes coefficients:
- Reflection (0 : No reflection at all. 1 : Fully reflective. Must be between 0 and 1)
- Transparency (0 : Fully opaque. 1 : Fully transparent. Must be between 0 and 1)
- Refraction (1 : No ray refraction. Must be between 1 and 2)
- [perturbation] See below
- [texture] See below
<cutter>
See below
- Available for all objects with [perturbation] parameter.
- Parameters
- 0 No perturbation
- 1 Big squares
- 2 Large stripes
- 3 Small squares
- 4 Grooves
- Usage : [texture] TEXTURE_NAME TEXTURE_SIZE (Default size: 0)
- Available textures for
<sphere>
- LINES
- COLUMNS
- CHECKERBOARD
- EARTH
- NEARTH (Bump Mapping)
- PERLIN (Perlin Noise)
- Available textures for
<plane>
- CHECKERBOARD
- Available textures for
<disc>
- CHECKERBOARD
- Available textures for
<cylinder>
- LINES
- Available textures for
<cone>
- LINES
- All objects can be cut. Cutter type is
<plane>
by default. - By default, Phong and Descartes coefficients are the same as cut object.
- Only non transparent objects are cut (T = 0)
- Parameters:
- (position) X Y Z (pixels)
- (rotation) X Y Z (in vector direction)