;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 ;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 ;Size of ZBuffer (must be square). ZBufSize 500 ;If TRUE edges trimmed amount that depends on the angle between the ;intersecting edges. MoreVerbose FALSE ;If TRUE, output is dumped as a binary file. If FALSE, output is text. BinaryOutput FALSE ;Should we conduct the visibility testing as well (of output curves)? VisibTest FALSE ;Texture style by default, one of "isoparam", curvature", "silhouette", etc. Texture "silhouette" ;Light source direction, if rendering mode requires that. LightSrcDir "0.5,0.1,2.0" ;Viewing direction. ViewDir "0,0,1" ;FineNess of polygonal approximation used in the Z buffer visibility test. FineNess 20 ;Density of coverage - the larger this number the denser the coverage. Density 1.0 ;Influence of each stroke increases (length of stroke, for example) as ;this value is increased. Intensity 1.0 ;Sets the maximal width of strokes, in variable width stroke setting. MaxWidth 0.01 ;Power to raise the phong cosine shading factor. CosinePower 1.0 ;Relative width scaling factor WidthScale 1.0 ;Power to raise the entire shader. ShaderPower 2.0 ;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