;If TRUE, output will consist of ZDepth map of the rendered scene instead ;of the shaded scene. ZDepth FALSE ;If TRUE all normals are flipped. Normals FALSE ;If FALSE, PPM files are generated P6 style (more compact, binary based). ;Otherwise, if TRUE, PPM files are generated P3 style which is less compact, ;and more portable text based. PPMStyleP3 FALSE ;Should we take care of shadows? ShadowCast FALSE ;Should we take care of transparent objects? Transparency FALSE ;Do we want bace face culling? BackfaceCull FALSE ;Minimal thickness of polylines. PllnMinWidth 0.005 ;Maximal thickness of polylines. PllnMaxWidth 0.005 ;Ratio of ambient lighting, between zero and one. Ambient 0.2 ;Surface fineness, in polygonal approximation. See variable POLY_APPROX_OPT SrfFineNess 20 ;Method of Polygonal Approximation. See variable POLY_APPROX_OPT PolygonOpti 0 ;Curve fineness, in polygonal approximation. See variable POLY_APPROX_OPT SamplesPerCurve 64 ;Method of Polyline Approximation. See variable POLY_APPROX_OPT PolylineOpti 0 ;Width of constructed image. ImageWidth 512 ;Height of constructed image. ImageHeight 512 ;Shader type. Can one one of FLAT, GOURAUD, or PHONG. ShadeModel "Phong" ;Name of antialiasing filter. One of: ; 'none', 'box', 'triangle', 'quadratic', 'cubic', 'catrom', ; 'mitchell', 'gaussian', 'sinc, and 'bessel' FilterName "" ;Background color as "R, G, B" between zero and 255. Background "0, 0, 0" ;Image format for writing output image and reading texture maps. ImageType "rle"