// POVRAY header for displaying triangulations as EPS bitmaps background { color rgb <0.75,0.75,0.75> } camera { location <20.0000,20.0000,10.000> direction <30,0,0> right <0.0000,3.0000,0.0000> up <0.0000,0.0000,3.0000> sky <0.0000,0.0000,1.0000> look_at <0.0000,0.0000,0.0000> } // == left wall ================================= light_source { <100.0000,0.0000,0.0000> color rgb <0.7, 0.7, 0.7> } plane { <1.0000,0.0000,0.0000>, -1.75 pigment { color rgb <0.9, 0.9, 0.9> } finish { diffuse 0.8 ambient 0.2 } } // == right wall ================================= light_source { <0.0000,100.0000,0.0000> color rgb <0.5, 0.5, 0.5> } plane { <0.0000,1.0000,0.0000>, -1.75 pigment { color rgb <0.9, 0.9, 0.9> } finish { diffuse 0.8 ambient 0.2 } } // == floor ====================================== light_source { <0.0000,0.0000,100.0000> color rgb <1.0, 1.0, 1.0> } plane { <0.0000,0.0000,1.0000>, -1.75 pigment { color rgb <1.0, 1.0, 1.0> } finish { diffuse 0.8 ambient 0.2 } } #declare facecolor = color rgb <1.0, 0.8, 0.4> filter facefilter #declare facetexture = texture { pigment { color rgb <0.5, 0.7, 0.5> filter facefilter } // superseded by facecolor finish { metallic diffuse 1.1 ambient 0.1 specular 0.3 roughness 0.01 } } #declare primedgecolor = color rgb <0.0, 0.05, 0.5> #declare dualedgecolor = color rgb <1.0, 0.8, 0.4> #declare edgetexture = texture { pigment { color rgb <0.0, 0.0, 0.0> } // superseded by primedgecolor,dualedgecolor finish { diffuse 0.5 ambient 0.1 specular 0.2 roughness 0.005 } }