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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" }
]
}
}
}
}
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