#Inventor V2.0 ascii
# Create a polyset of a tetrahedron, colored red, green, blue, white
# on the corners. It has per-vertex normals, per-vertex materials.
Separator {
# The position of the 4 vertices
Coordinate3 {
point [
-1 -1 0,
1 -1 0,
0 1 0,
0 0 2
]
}
# The normals for each vertex
NormalBinding { value PER_VERTEX_INDEXED }
Normal {
vector [
-1 -1 -1,
1 -1 -1,
0 1 -1,
0 0 1
]
}
# Texture
# Uncomment the "Texture2" line to make it texture-mapped. Currently,
# it ignores the texture coordinates, since no texture is specified.
# Texture2 { filename "/usr/demos/data/Inventor/defaultTexture.rgb" }
TextureCoordinateBinding { value PER_VERTEX_INDEXED }
TextureCoordinate2 {
point [
0 0,
1 0,
.5 1,
.5 .5
]
}
# Per-vertex materials
MaterialBinding { value PER_VERTEX_INDEXED }
Material {
diffuseColor [
1 0 0,
0 1 0,
0 0 1,
.8 .8 .8,
]
specularColor [
.3 .3 .3,
.3 .3 .3,
.3 .3 .3,
0 0 0
]
}
# The indices of the polygons. "-1" signifies the end of each polygon.
IndexedFaceSet {
coordIndex [
0, 1, 2, -1,
0, 1, 3, -1,
1, 2, 3, -1,
2, 0, 3, -1
]
}
}
# Add a cube, as a base table for the tetrahedron
Separator {
Transform {
translation 0 0 -1
rotation 0 0 1 .57
scaleFactor 5 5 1
# scaleOrientation 0 0 0 1
}
Material {
ambientColor 0 0 0
diffuseColor 0.2 .15 .1
specularColor 0.3 0.3 0.3
emissiveColor 0 0 0
shininess 0.1
transparency 0.0
}
Label {
label "Table bumpmap=woodbmp.ppm texmap=woodtex.ppm"
}
Cube {}
}