Utilisation : Les liens ne sont pas apparents. Pour obtenir des informations sur un mot clé, cliquez-le dans le script !
// Persistence Of Vision raytracer version 3.5 sample file. // The TEXTUREn.POV files demonstrate all textures in TEXTURES.INC global_settings { assumed_gamma 2.2 max_trace_level 5 } #include "textures.inc" #declare Textures = array[3][9] { { texture {Copper_Metal}, texture {Polished_Chrome}, texture {Polished_Brass}, texture {New_Brass}, texture {Spun_Brass}, texture {Brushed_Aluminum}, texture {Silver1}, texture {Silver2}, texture {Silver3} }, { texture {Brass_Valley}, texture {Rust}, texture {Rusty_Iron}, texture {Soft_Silver}, texture {New_Penny}, texture {Tinny_Brass}, texture {Gold_Nugget}, texture {Aluminum}, texture {Bright_Bronze} }, { texture {pigment {Candy_Cane}}, texture {pigment {Peel}}, texture {pigment {Y_Gradient}}, texture {pigment {X_Gradient}}, texture {Water}, texture {Cork}, texture {Lightning1}, texture {Lightning2}, texture {Starfield} } } #include "shotxtr.inc"
Et voici ce que nous obtenons (placez la souris sur la tête d'un objet pour avoir le nom de la texture):

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