Fix erroneous computation of sphere tangents Add render-uv test to check Signed-off-by: Larry Gritz <lg@larrygritz.com>
24 lines
676 B
XML
24 lines
676 B
XML
<World>
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<Camera eye="0, 250, 400" look_at="0,0,0" fov="40" />
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<ShaderGroup>
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shader uv layer1;
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</ShaderGroup>
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<Sphere center="-60,30,60" radius="30" />
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<ShaderGroup>
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float sigma 0.3;
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color Cs 0.2 0.7 0.2;
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shader matte layer1;
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</ShaderGroup>
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<Sphere center=" 0,30,60" radius="30" />
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<ShaderGroup>
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string filename "../common/textures/grid.tx";
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shader tex_matte layer1;
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</ShaderGroup>
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<Sphere center=" 60,30,60" radius="30" />
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<ShaderGroup>float power 160000; shader emitter layer1;</ShaderGroup>
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<Sphere center="-120, 130, 250" radius="1" is_light="yes" /> <!--Lite -->
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</World>
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