#include "colors.inc" #include "functions.inc" #include "outline.inc" global_settings { ambient_light 1 } #declare CamLoc = <0,3,-4>; #declare CamLookAt = <0,0.5,0>; #declare CamAngle = 48; camera { location CamLoc look_at CamLookAt angle CamAngle } background { color White } #declare NX = 15; #declare NZ = NX; #declare VertexCount = NX*NZ; #declare FaceCount = 2*(NX-1)*(NZ-1); #declare XMin = -1; #declare XMax = 1; #declare ZMin = -1; #declare ZMax = 1; #declare Vertices = array[VertexCount] #declare J = 0; #while (J < NZ) #declare I = 0; #while (I < NX) #declare X = XMin+I/(NX-1)*(XMax-XMin); #declare Z = ZMax-J/(NZ-1)*(ZMax-ZMin); #declare Vertices[J*NX+I] = ; #declare I = I + 1; #end #declare J = J + 1; #end #declare Faces = array[FaceCount] #declare J = 0; #while (J < NZ-1) #declare I = 0; #while (I < NX-1) #declare Faces[2*(J*(NX-1)+I)] = ; #declare Faces[2*(J*(NX-1)+I)+1] = <(J+1)*NX+I,(J+1)*NX+I+1,J*NX+I+1>; #declare I = I + 1; #end #declare J = J + 1; #end object { Outline_Mesh(Vertices, Faces, CamLoc, CamLookAt, CamAngle, 1) pigment {color Black} finish {diffuse 0 ambient 1} } mesh2 { vertex_vectors { VertexCount #declare I = 0; #while (I < VertexCount) Vertices[I] #declare I = I + 1; #end } face_indices { FaceCount #declare I = 0; #while (I < FaceCount) Faces[I] #declare I = I + 1; #end } pigment {color Green} finish {diffuse 0 ambient 1} }