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sm64_01.pov
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sm64_01.pov
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#include "colors.inc"
#include "Textures.inc"
// the skybox
box
{
<0, 0, 0>, 100
texture
{
uv_mapping
pigment
{
image_map
{
png "tex/BG00.png"
}
scale 0.2
}
}
translate -50
scale 1000
}
// the ground
box
{
0, <10, 1, 10>
texture
{
uv_mapping
pigment
{
image_map
{
png "tex/GROUND00.png"
}
}
scale 0.01
}
translate <-10, -2, -5>
rotate <0, (90/2), 0>
}
box
{
0, 1
texture
{
pigment
{
image_map
{
png "tex/MA.png"
}
}
}
translate 10*z
rotate 20*y
}
// the floating pyramide
#declare Pyramid = mesh
{
// the base
triangle { <0, 0, 0>, <2, 0, 2>, <2, 0, 0> }
triangle { <0, 0, 0>, <2, 0, 2>, <0, 0, 2> }
// the triangles
triangle
{
<0, 0, 0>, <1, 1, 1>, <2, 0, 0>
uv_vectors <0, 0>, <1, 1>, <2, 0>
}
triangle
{
<2, 0, 0>, <1, 1, 1>, <2, 0, 2>
uv_vectors <2, 0>, <1, 1>, <0, 0>
}
// no need UV vectors for them
// since they are pratically invisible in the image
triangle { <2, 0, 2>, <1, 1, 1>, <0, 0, 2> }
triangle { <0, 0, 2>, <1, 1, 1>, <0, 0, 0> }
texture
{
uv_mapping
pigment
{
image_map
{
png "tex/PYRA.png"
}
//scale 1
}
}
}
// the weird tower thing
mesh
{
// TODO: faires les vecteurs UV pour faire de l'UV mapping avec les textures SM64
// for seeing how i determined the points
// go read the file PLAN00.jpg
// the bottom part triangles
triangle
{
<0, 0, 0>, <1, 0, 0>, <1, 1, 0>
uv_vectors <0, 0>, <1, 0>, <1, 1>
}
triangle
{
<1, 1, 0>, <0, 1, 0>, <0, 0, 0>
uv_vectors <1, 1>, <0, 1>, <0, 0>
}
triangle
{
<1, 0, 0>, <1, 1, 0>, <1, 1, 1>
uv_vectors <1, -1>, <1, 0>, <0, 0>
}
triangle
{
<1, 1, 1>, <1, 0, 1>, <1, 0, 0>
uv_vectors <1, 1>, <1, 0>, <0, 0>
}
// since they aren't visible, i just made triangles (without any UV vectors)
triangle { <0, 0, 0>, <0, 1, 0>, <0, 1, 1> }
triangle { <0, 0, 1>, <1, 0, 1>, <1, 1, 1> }
triangle { <1, 1, 1>, <0, 1, 1>, <0, 0, 1> }
triangle { <0, 0, 1>, <0, 1, 1>, <0, 0, 0> }
// the joint for the top
triangle
{
<0, 1, 0>, <0, 1, 1>, <0.166, 1, 0.834>
uv_vectors <1, 1>, <0, 1>, <0, 0>
}
triangle
{
<0, 1, 0>, <0.166, 1, 0.834>, <0.166, 1, 0.166>
uv_vectors <1, 1>, <1, 0>, <0, 0>
}
triangle
{
<0, 1, 0>, <0.166, 1, 0.166>, <1, 1, 0>
uv_vectors <1, 1>, <1, 0>, <0, 0>
}
triangle
{
<1, 1, 0>, <0.166, 1, 0.166>, <0.834, 1, 0.166>
uv_vectors <1, 1>, <0, 1>, <0, 0>
}
triangle
{
<1, 1, 0>, <0.834, 1, 0.166>, <1, 1 ,1>
uv_vectors <1, 1>, <0, 1>, <0, 0>
}
triangle
{
<1, 1, 1>, <0.834, 1, 0.834>, <0.834, 1, 0.166>
uv_vectors <1, 1>, <0, 1>, <0, 0>
}
// not visible in the picture
triangle { <1, 1, 1>, <0.834, 1, 0.834>, <0.166, 1, 0.834> }
triangle { <1, 1, 1>, <0, 1, 1>, <0.166, 1, 0.834> }
// the top rectangle
triangle
{
<0.834, 1, 0.834>, <0.834, 4, 0.834>, <0.834, 1, 0.166>
uv_vectors <0, 0>, <0, 2>, <1, 0>
}
triangle
{
<0.834, 1, 0.166>, <0.834, 4, 0.834>, <0.834, 4, 0.166>
uv_vectors <0, 0>, <1, 2>, <0, 2>
}
triangle
{
<0.834, 1, 0.166>, <0.834, 4, 0.166>, <0.166, 1, 0.166>
uv_vectors <0, 0>, <0, 2>, <1, 0>
}
triangle
{
<0.166, 1, 0.166>, <0.834, 4, 0.166>, <0.166, 4, 0.166>
uv_vectors <0, 0>, <1, 2>, <0, 2>
}
// all behind the other polygons :3
triangle { <0.166, 1, 0.834>, <0.166, 4, 0.834>, <0.834, 1, 0.834> }
triangle { <0.834, 1, 0.834>, <0.166, 4, 0.834>, <0.834, 4, 0.834> }
triangle { <0.166, 1, 0.166>, <0.166, 4, 0.166>, <0.166, 1, 0.834> }
triangle { <0.166, 1, 0.834>, <0.166, 4, 0.834>, <0.166, 4, 0.166> }
texture
{
uv_mapping
pigment
{
image_map
{
png "tex/BRICK01.png"
}
//White_Marble
}
}
scale 0.5
translate <-1.5, -1.2, 3>
rotate 20*y
}
camera
{
location <0, -0.3, 0>
// temp
//rotate 30*y
//translate -5*x
}
light_source
{
1
color White
shadowless
}
object
{
Pyramid
translate <-5, 0, 13>
scale 2*y
}