#VRML V2.0 utf8 #
##ex-elevationgrid.wrl # example of ElevationGrid geometry # Camera Viewpoint { position -8 3 4 orientation 0 1 0 -1.7 # looking al x+ direction fieldOfView 0.785398 } # Illumination PointLight{ location 0 10 0 } Transform { translation 1 0 0 children [ Shape { # defining a rug coposed of 20 patches (4x5) geometry ElevationGrid { ccw TRUE # system's normal following the right hand rule solid FALSE # it's not a solid # note the distortation effect achieved by varying the texture coordinates texCoord TextureCoordinate{ point [ 0 0, 1 0, 1 .75, 1 1.5, .25 .25, 1 0, .75 .75, 1 .9, 0 0, 1 2, 4 4.75, 6 5.5, 0 0, 1 0, 1 .75, 1 1.5, 0 0, 1 0, 1 .75, 1 1.5] } height [0, 0, 0, 0, 3, 3, 3, 3, 0, 0, 0, 0, 5, 5, 5, 5, 3, 3, 3, 3] xDimension 4 xSpacing 2.0 zDimension 5 zSpacing 2.0 } # the TextureCoordinate maps into these values appearance Appearance { texture PixelTexture { image 2 2 1 0xFF 0x80 0x80 0xFF # width height mono width x height # opaque opaque } } } ] } #