/* * FILE: nubgis1.dat * * example for global surface interpolation */ surf1 = NUBGIS( 3, /* degree U */ 3, /* degree V */ ( /* matrix of data points: */ ((0,0,0),(1,0,0),(2,0,0),(3,0,0), (4,0,1), (5,0,2),(6,0,2),(7,0,2),(8,0,2), (9,0,3), (10,0,4),(11,0,4),(12,0,4),(13,0,4)), ((0,1,0),(1,1,0),(2,1,0),(3,1,0), (4,1,1), (5,1,2),(6,1,2),(7,1,2),(8,1,2), (9,1,3), (10,1,4),(11,1,4),(12,1,4),(13,1,4)), ((0,2,0),(1,2,0),(2,2,0),(3,2,0), (4,2,1), (5,2,2),(6,2,2),(7,2,2),(8,2,2), (9,2,3), (10,2,4),(11,2,4),(12,2,4),(13,2,4)), ((0,3,0),(1,3,0),(2,3,0),(3,3,0), (4,3,1), (5,3,2),(6,3,2),(7,3,2),(8,3,2), (9,3,3), (10,3,4),(11,3,4),(12,3,4),(13,3,4)), ((0,4,1),(1,4,1),(2,4,1),(3,4,1), (4,4,2), (5,4,3),(6,4,3),(7,4,3),(8,4,3), (9,4,4), (10,4,5),(11,4,5),(12,4,5),(13,4,5)), ((0,5,2),(1,5,2),(2,5,2),(3,5,2), (4,5,3), (5,5,4),(6,5,4),(7,5,4),(8,5,4), (9,5,5), (10,5,6),(11,5,6),(12,5,6),(13,5,6)), ((0,6,2),(1,6,2),(2,6,2),(3,6,2), (4,6,3), (5,6,4),(6,6,4),(7,6,4),(8,6,4), (9,6,5), (10,6,6),(11,6,6),(12,6,6),(13,6,6)), ((0,7,2),(1,7,2),(2,7,2),(3,7,2), (4,7,3), (5,7,4),(6,7,4),(7,7,4),(8,7,4), (9,7,5), (10,7,6),(11,7,6),(12,7,6),(13,7,6)), ((0,8,2),(1,8,2),(2,8,2),(3,8,2), (4,8,3), (5,8,4),(6,8,4),(7,8,4),(8,8,4), (9,8,5), (10,8,6),(11,8,6),(12,8,6),(13,8,6)), ((0,9,3),(1,9,3),(2,9,3),(3,9,3), (4,9,4), (5,9,5),(6,9,5),(7,9,5),(8,9,5), (9,9,6), (10,9,7),(11,9,7),(12,9,7),(13,9,7)), ((0,10,4),(1,10,4),(2,10,4),(3,10,4), (4,10,5), (5,10,6),(6,10,6),(7,10,6),(8,10,6), (9,10,7), (10,10,8),(11,10,8),(12,10,8),(13,10,8)), ((0,11,4),(1,11,4),(2,11,4),(3,11,4), (4,11,5), (5,11,6),(6,11,6),(7,11,6),(8,11,6), (9,11,7), (10,11,8),(11,11,8),(12,11,8),(13,11,8)), ((0,12,4),(1,12,4),(2,12,4),(3,12,4), (4,12,5), (5,12,6),(6,12,6),(7,12,6),(8,12,6), (9,12,7), (10,12,8),(11,12,8),(12,12,8),(13,12,8)), ((0,13,4),(1,13,4),(2,13,4),(3,13,4), (4,13,5), (5,13,6),(6,13,6),(7,13,6),(8,13,6), (9,13,7), (10,13,8),(11,13,8),(12,13,8),(13,13,8)) ) ); front1 = FRONT_MATERIAL ( (0.05, 0.15, 0.075, 1.0), /* diffuse color */ (0.0125, 0.0375, 0.019, 1.0), /* ambient color */ (0.0, 0.0, 0.0, 1.0), /* emissive color */ (0.2, 0.6, 0.3, 1.0), /* specular color */ 0.5 /* shininess */ ); back1 = BACK_MATERIAL ( (0.3, 0.15, 0.12, 1.0), /* diffuse color */ (0.075, 0.0375, 0.03, 1.0), /* ambient color */ (0.0, 0.0, 0.0, 1.0), /* emissive color */ (0.8, 0.4, 0.3, 1.0), /* specular color */ 0.5 /* shininess */ ); SCENEROOT = SCENENODE ( (), ( ATTRIBS(front1,back1) ), (surf1) );