#version 3.7; global_settings {assumed_gamma 1.0} #default{ finish{ ambient 0.1 diffuse 0.9 }} #include "colors.inc" light_source { <100,1000,-1000>, White} camera { location <0,-1,-16> right x*image_width/image_height angle 35 look_at <0,-1,0> } plane{-z,-10 pigment{checker color rgb<1,1,1>*0.8 color rgb<1,1,1>} } #declare Mesh= mesh2 { vertex_vectors { 9, <0,0,0>, <0.5,0,0>, <0.5,0.5,0>, <1,0,0>, <1,0.5,0>, <1,1,0>, <0.5,1,0>, <0,1,0>, <0,0.5,0> } uv_vectors { 3 <0,0>, <0.75,0>, <0.85,0.45> } face_indices { 8, <0,1,2>, <1,3,2>, <3,4,2>, <4,5,2>, <5,6,2>, <6,7,2>, <7,8,2>, <8,0,2> } uv_indices { 8, <0,1,2>, <0,1,2>, <0,1,2>, <0,1,2>, <0,1,2>, <0,1,2>, <0,1,2>, <0,1,2> } uv_mapping pigment {wood scale 0.2} } object { Mesh translate 3*x +y } #declare String=concat("#Vertex : ",str(get_vertex_count(Mesh),3,0), "\n#Normal : ",str(get_normal_count(Mesh),3,0), "\n#triangles : ",str(get_triangle_count(Mesh),3,0), "\n#UV : ",str(get_uv_count(Mesh),3,0), "\n\nFourth Triangle\nindex of vertex #",vstr(3,get_vertex_indices(Mesh,3),", #",1,0), "\nindex of UV #",vstr(3,get_uv_indices(Mesh,3),", #",2,0), "\n\nThird UV = <",vstr(2,get_uv(Mesh,2),",",2,3), ">\n"); galley{internal 3, String, <0.3,1,0>, <40,-1,0> pigment{Red*0.7} scale 1/2 translate -4.5*x+1*y } text{ internal 1, "Mesh Info", 0.3, 0 pigment{Blue*0.7} translate -4.5*x+1.5*y }