object

The object is a container for holding objects. Currently, the includes spheres and meshes.

   <object name="name" shader_name="shader name" caus_IOR="10" recv_rad="no" emit_rad="no" shadow="no" >
           <attributes>
               <caus_tcolor r="1" g="1" b="1" />
               <caus_rcolor r="1" g="1" b="1" />
           </attributes>
           
           ... object is placed here ...
           
   </object> 

caus_IOR: ???
Index of refraction for caustics.
recv_rad: yesno
Does the object receive radiosity information?
emit_rad: yesno
Emits radiosity information?
shadow (should this be cast_shadow?): yesno
Casts a shadow?
caus_tcolor: rgb
Color of caustic light effects
caus_rcolor: rgb
Color of reflected caustic light effects


object.sphere

The classic raytracing object, a sphere.

   <sphere radius="radius">
   	<center x="0" y="0" z="0" />
   </sphere> 

radius: 0.1-??
The radius of the sphere.
center: xyz
The center of the sphere.

object.mesh

A mesh object, consisting of a mesh of quads (polygons defined by 4 points) and/or triangles (polygons defined by 3 points).

   <mesh    autosmooth = "yes|no if automatic smoothing is applied"
       <points>
           <p  x = "point x position"
               y = "point y position"
               z = "point z position" />
   
           ... repeat for each point in mesh...
   
       </points>
       <faces>
           <f  a = "point 1 index"
               b = "point 2 index"
               c = "point 3 index"
               d = "point 4 index"
               u_a = "u mapping for point 1"
               v_a = "v mapping for point 1"
               u_b = "u mapping for point 2"
               v_b = "v mapping for point 2"
               u_c = "u mapping for point 3"
               v_c = "v mapping for point 3"
               u_d = "u mapping for point 4"
               v_d = "v mapping for point 4" />
   
           ... repeat for each face in mesh ...
   
       </faces>
   </mesh> 

autosmooth: yesno
Smooth the mesh (using ???)
p: xyz
Point on the mesh. This is repeated for each point in the mesh.
a: point index
Index of point #1 in face
b: point index
Index of point #2 in face
c: point index
Index of point #c in face
d: point index
Index of point #1 in face. Not included if the face is a triangle (defined by 3 points).
u_a: ???
u mapping for point #1 in face.
v_a: ???
v mapping for point #1 in face.
u_b: ???
u mapping for point #2 in face.
v_b: ???
v mapping for point #2 in face.
u_c: ???
u mapping for point #3 in face.
v_c: ???
v mapping for point #3 in face.
u_d: ???
u mapping for point #4 in face. Not used with triangular faces (define by 3 points).
v_d: ???
v mapping for point #4 in face. Not used with triangular faces (define by 3 points).