* The whole scene should be contained in a ... node.
* In a scene you can have (multiple of) the following nodes:
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* Basic value types:
- vec3d "x y z" or "xyz". E.g., name="1.0 2.0 3.0" (vec3d(1,2,3)) or name="1.0" (vec3d(1,1,1)).
- vec2d "x y" or "xy"
- float "f"
- string "s"
- integer "i"
- bool "true" or "false"
- color "r g b" or "rgb"
* A node is of the form: , with the following defaults:
- eye="0.0 0.0 0.0"
- view="0.0 0.0 1.0"
- up="0.0 1.0 0.0"
- fov="60"
- width="256"
- height="256"
- auto="false"
When 'auto' is set to true, the camera will be moved along the view direction (i.e., change 'eye') such that the scene's bounding box fully falls within the view.
* has the following form: .. , where either id or ref occurs. 'id' allows you to name the node. 'ref' refers to a named sceneGraphNode, and the rest of the sceneGraphNode is ignored. A sceneGraphNode can contain (multiple of) the following nodes:
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* A node can have any of multiple of the following nodes:
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The resulting transformation is the multiplication of the nodes.E.g., a followed by a and then a , will be equivalent to **
* A has the following form:
* A has the form:
* A has the form:
* A has the form: , with a default of axis="0.0 0.0 1.0".
* A has the following form: .. , where 'ref' and 'id' are the same as with , and 'obj' can contain the name of an OBJ file. A triangleMesh can contain (multiple of) the following nodes:
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* A (or node can have multiple occurances of a which can have any of the following forms:
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where 'v' refers to the vertex position, 'n' to the vertex normal, and 't' to the vertex' texture coordinate. Vertices are expected to be provided in CCW order.
* A node has the following form: which can have the following children:
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* A has the following form with the following general children:
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in addition to specific node dependent children depending on the 'type' which can be:
- normalMap
- bumpMap
* A node has a child node, and a node to apply it too.
* A node has a child node, and a node to apply it too. In addition, the shadingFrameTransformation-node also has a 'scale' parameter defined that sets the height of the bump, and a 'channel' parameter that indicates which color channel in the texture defines the bump map.
* A node has the following form ..., where it can have the following children:
- and which can have a as child. (preference if given of 'texture' over a fixed 'value'
* A node has the following form ..., where it can have the following children:
- and which can have a as child. (preference if given of 'texture' over a fixed 'value'
- and which can have a as child. (preference if given of 'texture' over a fixed 'value'
* A node has the following form: . Depending on type the following additional parameters are defined:
- "directional": 'direction=vec3d power=color'
- "spot": 'direction=vec3d power=color position=vec3d cutoff=float sharpness=float attenutation=vec3d'
- "point": 'position=vec3d power=color attenuation=vec3d'
- "area": 'power=color attenuation=vec3d'. Furthermore, it can have a and / children. The material is the surface reflectance of the light source, and the geometry represents the shape of the area light source.
* An node has the following form: , where type can be any of the following:
- "linear" : brute force linear intersector O(N) time complexity.
- "bvh" : bounding volume hierarchy
* A node has the following form: , where type can be
- "nearest": nearest pixel look-up.
- "bilinear": bilinear interpolation.
Textures are cached (map based on filename & type) and only read once.
* A node has the following forms:
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