#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 {} }