;Render model. ; 0 - no shader ; 1 - regular (whatever that mans) ; 2 - phong shading ; 3 - phong shading with two light sources at opposite directions. ; 4 - phong shading with specular factor ; 5 - phong shading with specular factors and two light sources at ; opposite directions. ; 6 - Z normal enhancement ; 7 - point light source at a finite distance. RenderModel 0 ;Color of output isoparametric coverage. ;BLACK 0 ;BLUE 1 ;GREEN 2 ;CYAN 3 ;RED 4 ;MAGENTA 5 ;BROWN 6 ;LIGHTGREY 7 ;DARKGRAY 8 ;LIGHTBLUE 9 ;LIGHTGREEN 10 ;LIGHTCYAN 11 ;LIGHTRED 12 ;LIGHTMAGENTA 13 ;YELLOW 14 ;WHITE 15 AdapIsoColor 15 ;Render model, See documenation for -r flag. RenderModel 1 ;Minimum level of subdivision. At least that many subdivision will take place. MinSubdiv 1 ;Size of ZBuffer (must be square). ZBufSize 500 ;Samples per curve - in testing its visibility SampPerCurve 64 ;Methods of optimal subdivision of surfaces into polygons. ;If 0 surfaces are converted into polygons using a fixed grid. Otherwise, ;if 1 surfaces are adaptively converted into polygons by curvature. Otherwise, ;if 2 surfaces are adaptively converted into polygons by bilinears. PolyOpti 0 ;Should we conduct the visibility testing as well (of output curves)? VisibTest TRUE ;Solve the symbolic product of Bspline curves using interpolation. This ;is usually slower, but result in a more compact data set. It might be ;unstable so set to FALSE if you get unexpected results. SymbInterp TRUE ;If TRUE edges trimmed amount that depends on the angle between the ;intersecting edges. MoreVerbose FALSE ;Do we want variable width output!? VariableWidth FALSE ;If TRUE, output strokes are in view space (can be viewed using unit ;matrix). If FALSE, output strokes are dumped in object space (should be ;viewed through the object's viewing matrix). ViewSpace TRUE ;If TRUE, output is dumped as a binary file. If FALSE, output is text. BinaryOutput FALSE ;Light source direction, if rendering mode requires that. LightSrcDir "1,0,0" ;FineNess of polygonal approximation used in the Z buffer visibility test. FineNess 20 ;Sets the line width of the isoparametric coverage, in inches. AdapIsoWidth 0.001 ;Relative width scaling factor WidthScale 1.0 ;Power to raise the phong cosine shading factor. CosinePower 1.0 ;Power to raise the entire shader. ShaderPower 2.0 ;Random factor to add to distance function between adjacent isocurves. RandomDist 1.0 ;Amount to translate the freeform surfaces along Z before computing the ;adaptive isoparmateric coverage. To prevent Z-fighting when rendering the ;scene. SrfZTrans 0.01 ;Relative distance between adjacent isoparametric curves. The smaller it ;is, the dense the result will be. AdapDistance 1.0