######################################### # Test RIB for checking shaders # By Michael J. Hammel March 1997 ######################################### # First we setup the output file Display "wireframe1.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 - used as a backdrop 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 # The sphere with a wire framed surface TransformBegin Translate -.6 -.5 -2.0 Scale 2.5 2.5 1 Rotate 90 1 0 0 AttributeBegin Color [ 1.0 0.5 0.5 ] Surface "plastic" Sphere 1 -1 1 360 AttributeEnd TransformEnd WorldEnd FrameEnd