// Persistance of Vision Raytracer V3.1 // World definition file. // // Contains 1 lights, 1 textures and 5 primitives. // // This file was generated for POV-Ray V3.1 by // Moray V3.1 For Windows (c) 1991-1998 Lutz + Kretzschmar // // Date : 11/27/1998 (27.11.1998) // /* The text between these two comments is in MorayPOV.INC and is automatically included in all POV files that Moray exports. */ /* // Scene Comment This scene was created with Moray For Windows. */ // End Scene Comment // ==== Standard POV-Ray Includes ==== #include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions camera { // Camera StdCam location < -6.63987, -9.21666, -4.305> direction < 0.0, 0.0, 1.8317> // Aperture is 40.00 degrees sky < 0.00000, 0.00000, 1.00000> // Use right handed-system (rotated by 0.00 degrees)! up < 0.0, 0.0, 1.0> // Where Z is up right < 1.33333, 0.0, 0.0> // Aspect ratio look_at < 0.000, 0.000, 0.000> } // // ******* L I G H T S ******* // light_source { // Light1 <0.000, -20.000, 20.000> color rgb <1.000, 1.000, 1.000> } // Trianglemesh TrnglMesh001: triangles not loaded. #declare HgtFld001 = object { height_field { tga "C:\My Documents\Untitled2.tga" water_level 0.0 //smooth <---- works fine } rotate <-90, 0, 0> // Turn onto XY plane. Now points along -Z scale < 2, 2,-2> // Scale to Cube size. Now points along +Z translate < -1,-1,-1> // Center around origin scale 5.0 //smooth <---- causes crash } merge { // CSG001 plane { // Plane001 z,0 translate -5.0*z } object { HgtFld001 } pigment { Red } translate <0.215956, 0.0, 0.071985> }