old-www/LDP/LG/issue17/source/crosstile.rib

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#########################################
# Test RIB for checking shaders
# By Michael J. Hammel March 1997
#########################################
# First we setup the output file
Display "crosstile.tif" "file" "rgb"
# Then set the x & y resolution of the image and the pixel aspect
# ratio (1 = square pixels)
Format 320 240 1
# We now setup the camera (projection type and field of view)
Projection "perspective" "fov" 35
# Move the world 16 units away from the camera and position it
# so the view is to the left of the camera and down from the cameras
# point of view.
Translate 0 0 16
#
# Off-white ambient light, not very intense, to make sure everything
# gets lit just a little.
#
LightSource "ambientlight" 1
"intensity" 0.03 "lightcolor" [0.7 0.7 0.7]
TransformBegin
# Our first (and only) frame....
FrameBegin 1
WorldBegin
#
# Distant lights directly in front of and just off to both sides of
# our cylinder.
#
TransformBegin
Rotate -25 0 1 0
LightSource "distantlight" 3
"intensity" 0.825 "lightcolor" [1 1 1]
TransformEnd
TransformBegin
Rotate 25 0 1 0
LightSource "distantlight" 3
"intensity" 0.625 "lightcolor" [1 1 1]
TransformEnd
TransformBegin
LightSource "distantlight" 3
"intensity" 0.425 "lightcolor" [1 1 1]
TransformEnd
# The plane with a crossed tile pattern
TransformBegin
Translate -.6 -.5 0
Scale 2.5 2.5 1
AttributeBegin
Color [ 0.7 0.7 0.7 ]
Surface "crosstile"
TransformBegin
Scale 2 2.5 2
Patch "bilinear" "P"
[-0.5 0.5 0
0.5 0.5 0
-0.5 -0.5 0
0.5 -0.5 0]
TransformEnd
AttributeEnd
TransformEnd
WorldEnd
FrameEnd