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Computerspiele Selbermachen
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computerspieleselbermachen.iso
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pov
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glass1.v
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1994-06-29
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3KB
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113 lines
/***********************************************************/
/* PV3D B1.91 One modeler for POV-RAY and VIVID */
/***********************************************************/
/* VIVID V2.0 Generated file */
/* */
/* Copyright Lecointe Ludovic 1992,1993 */
/* PV3D is a FREEEWARE. Use the no registered version only */
/* for no commercial use. Send to me your contribution for */
/* the development of PV3D and receive the last available */
/* registered version of PV3D. */
/* 250FF pour la France. 55$ For all other country */
/***********************************************************/
/* Lecointe Ludovic */
/* 16 Rue du Bouvreuil */
/* 77240 CESSON la Forêt */
/* France */
/***********************************************************/
/* External PV3D 'DEFAULT2.VO' Area */
#define ambient_color ( .21 .21 .21 )
#define back_color ( 0 0 0 )
surface
{
diffuse 1 1 1
}
/* Standard VIVID includes files Area */
#include color.vc
/* Studio Area */
studio {
from 0.00000 4.03333 1.75000
at 0.00000 0.00000 0.00000
up 0.0 0.0 1.0
angle 60
res 320 200
antialias adaptive
aspect 4/3
ambient ambient_color
background back_color
}
/*********************************/
/*Master*/
/*Start Definition of CylY0*/
transform {
translate 0.00000 0.00000 0.00000
}
ring { center 0.0 0.0 -0.88001 normal 0 0 1 radius 0.63334 }
ring { center 0.0 0.0 0.88001 normal 0 0 1 radius 0.63334 }
cone {
base 0.0 0.0 -0.88001 base_radius 0.63334
apex 0.0 0.0 0.88001 apex_radius 0.63334
}
transform_pop
/*Start Definition of CylY3*/
transform {
translate 0.00000 0.00000 0.13333
}
ring { center 0.0 0.0 -0.91668 normal 0 0 1 radius 0.50000 }
ring { center 0.0 0.0 0.91668 normal 0 0 1 radius 0.50000 }
cone {
base 0.0 0.0 -0.91668 base_radius 0.50000
apex 0.0 0.0 0.91668 apex_radius 0.50000
}
transform_pop
/*Start Definition of PlaY1*/
transform {
translate 0.00000 -0.05000 -0.85000
}
polygon { points 4 vertex -10000 -10000 0 vertex -10000 10000 0 vertex 10000 10000 0 vertex 10000 -10000 0}
transform_pop
/*Start Definition of Ligh2*/
light {
type point
falloff 1
position 1.73333 2.35000 2.40000
color 1.00000 1.00000 1.00000
}
/*Start Definition of Ligh2*/
light {
type point
falloff 1
position 1.73333 2.35000 2.40000
color 1.00000 1.00000 1.00000
}
/*Start Definition of Ligh4*/
light {
type point
falloff 1
position -1.38333 2.55000 1.55000
color 1.00000 1.00000 1.00000
}