File: bridge_final.x3dv

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castle-game-engine 6.4%2Bdfsg1-7
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#X3D V3.2 utf8
PROFILE Interchange

NavigationInfo {
	#headlight FALSE
	type ["WALK", "ANY"]
        # leave default avatarSize, as our model tries to be adjusted to that,
        # approx 1 unit = 1 meter, with player height = 1.75 meters
        speed 5
}

# Camera settings "encoded" in the VRML declaration below :
# direction 0.9622886776924133 0.0329807139933109 -0.2700241208076477
# up -0.0317542664706707 0.9994559288024902 0.008910440839827
# gravityUp 0 1 0
Viewpoint {
  position -46.300395965576172 -4.4862656593322754 4.8882923126220703
  orientation 0.0217522922903299 -0.9996275305747985 0.0164888687431812 1.2975844144821167
}

# Test light for shadows.
# SpotLight {
#   color 1 1 0.5
# #  beamWidth 0.9
#   cutOffAngle 1
#   direction -0 -1 0
#   location -25 10 0
#   defaultShadowMap GeneratedShadowMap {
#     update "ALWAYS"
#     size 1024
#     scale 4
#   }
#   shadows TRUE
# }

KambiInline {
  url "bridge.x3d"

  # This texture is often visible at steep angles, anisotropic filtering helps
  replaceNames "_023bois_jpg"
  replaceNodes ImageTexture {
    url "textures/023bois.jpg"
    textureProperties TextureProperties {
      anisotropicDegree 16
      minificationFilter "NICEST"
      magnificationFilter "NICEST"
    }
  }
}


# Add a teapot, with cubemap mirror.
# This shows that generated cubemap textures work from scene_manager_demos
# as well, and mirror shows all world obects (in scene manager,
# not only in current vrml scene).
Transform {
  translation -10 -4 4
  children Shape {
    appearance Appearance {
      material Material {
        diffuseColor 0.5 1 0.5
        specularColor 1 1 1 shininess 1 }
      texture MultiTexture {
        texture [
          ImageTexture { url "textures/059_plombieresgbr.jpg" }
          GeneratedCubeMapTexture {
            update "ALWAYS" # change to "NEXT_FRAME_ONLY" for speed
            size 256
          }
        ]
        mode [ "MODULATE" "ADD" ]
      }
    }
    geometry Teapot {
      texCoord MultiTextureCoordinate {
        texCoord [
          TextureCoordinateGenerator { mode "COORD" }
          TextureCoordinateGenerator { mode "WORLDSPACEREFLECTIONVECTOR" }
        ]
      }
    }
  }
}