#VRML V2.0 utf8 #
# ex-lightspot.wrl # Example : spot lights # Defining and rendering a sphere using a spot light # Observer in (0,0,6) looking at (0,0,1) Viewpoint { position 0 0 6 orientation 0 0 1 0 } #a SpotLight means a light source which sends rays in # a direction within a solid angle #ambientIntensity, varies 0 - 1 defining an additional ambient contribution #attenuation a b c, defines an attenuation factor #beamwidth radians (solid angle of maximum intensity) #color r g b , each component in the range 0-1 defining the light color #cutOffAngle radians, define the outer bound of the solid angle #direction x y z #intensity 1, range 0-1 #location x y z #on boolean, lit (TRUE) or unlit light #radius n, zone of light influence (n is the zone radius) #example : no-ambient,color=white,intensity .5,location z=2 ,lit, radius=100 # Spot allow us to concentrate the light beam (compare to directional # or point light) SpotLight{ ambientIntensity 0 attenuation 1 0 0 # no attenuation # narrow beamwidth (default 1.57) beamWidth .1 color 1 1 1 # white # narrow cutOffAngle (default .785) cutOffAngle .1 direction 0 0 -1 intensity .2 location 0 0 2 on TRUE radius 100 } # the sphere is defined green (specular) and located at (0,0,0) # defines a Shape Node and a surface material Shape{ appearance Appearance { material Material { ambientIntensity 0.2 # default diffuseColor .4 .4 .4 #in order to see the sphere shininess .5 # sharp specularColor .0 .5 0 } } geometry Sphere{} } #