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2.8.8.2 Finite Patch Objects
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Describe a totally thin, finite shape:
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FINITE_PATCH_OBJECT:
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Jump to SDL
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BICUBIC_PATCH | DISC | MESH | MESH2 | POLYGON | TRIANGLE | SMOOTH_TRIANGLE
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The bicubic patch object:
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BICUBIC_PATCH:
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Jump to SDL
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bicubic_patch { PATCH_ITEMS [PATCH_UV_VECTORS] CONTROL_POINTS
[BICUBIC_PATCH_MODIFIERS] }
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PATCH_ITEMS:
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type PATCH_TYPE & [u_steps INT] & [v_steps INT]
& [flatness FLOAT]
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PATCH_TYPE:
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0 | 1
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PATCH_UV_VECTORS:
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uv_vectors V2_CORNER1, V2_CORNER2, V2_CORNER3, V2_CORNER4
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CONTROL_POINTS:
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16 VECTORs, optionally separated by commas.
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BICUBIC_PATCH_MODIFIERS:
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[UV_MAPPING] & [OBJECT_MODIFIERS]
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The disc object:
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DISC:
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Jump to SDL
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disc { V_CENTER, V_NORMAL, F_RADIUS [, F_HOLE_RADIUS] [OBJECT_MODIFIERS] }
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The mesh object:
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MESH:
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Jump to SDL
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mesh { MESH_TRIANGLE... [MESH_MODIFIERS] }
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MESH_TRIANGLE:
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triangle { V_CORNER1, V_CORNER2, V_CORNER3 [MESH_UV_VECTORS] [MESH_TEXTURE] }
| smooth_triangle { V_CORNER1, V_NORMAL1, V_CORNER2, V_NORMAL2, V_CORNER3, V_NORMAL3
[MESH_UV_VECTORS] [MESH_TEXTURE] }
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MESH_UV_VECTORS:
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uv_vectors V2_CORNER1, V2_CORNER2, V2_CORNER3
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MESH_TEXTURE:
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texture { TEXTURE_IDENTIFIER } | texture_list {
TEXTURE_IDENTIFIER TEXTURE_IDENTIFIER TEXTURE_IDENTIFIER }
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MESH_MODIFIERS:
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[inside_vector V_DIRECTION] & [hierarchy [BOOL]] & [UV_MAPPING]
& [OBJECT_MODIFIERS]
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The mesh2 object:
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MESH2:
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Jump to SDL
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mesh2 { MESH2_VECTORS [TEXTURE_LIST] MESH2_INDICES [MESH2_MODIFIERS] }
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MESH2_VECTORS:
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VERTEX_VECTORS [NORMAL_VECTORS] [UV_VECTORS]
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VERTEX_VECTORS:
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vertex_vectors { I_NUM_VERTICES, VECTOR [, VECTOR]... }
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NORMAL_VECTORS:
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normal_vectors { I_NUM_NORMALS, VECTOR [, VECTOR]... }
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UV_VECTORS:
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uv_vectors { I_NUM_UV_VECTORS, 2D_VECTOR [, 2D_VECTOR]... }
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TEXTURE_LIST:
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texture_list { I_NUM_TEXTURES, TEXTURE [, TEXTURE]... }
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MESH2_INDICES:
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FACE_INDICES [NORMAL_INDICES] [UV_INDICES]
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FACE_INDICES:
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face_indices { I_NUM_FACES, FACE_INDICES_ITEM [, FACE_INDICES_ITEM]... }
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FACE_INDICES_ITEM:
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VECTOR [, I_TEXTURE_INDEX [, I_TEXTURE_INDEX, I_TEXTURE_INDEX ]]
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NORMAL_INDICES:
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normal_indices { I_NUM_FACES, VECTOR [, VECTOR]... }
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UV_INDICES:
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uv_indices { I_NUM_FACES, VECTOR [, VECTOR]... }
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MESH2_MODIFIERS:
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[inside_vector V_DIRECTION] & [UV_MAPPING] & [OBJECT_MODIFIERS]
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The polygon object:
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POLYGON:
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Jump to SDL
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polygon { I_NUM_POINTS, V_POINT [, V_POINT]... [OBJECT_MODIFIERS] }
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The quantity of V_POINTs is specified by the I_NUM_POINTS value.
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The triangle object:
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TRIANGLE:
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Jump to SDL
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triangle { V_CORNER1, V_CORNER2, V_CORNER3 [OBJECT_MODIFIERS] }
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The smooth triangle object:
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SMOOTH_TRIANGLE:
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Jump to SDL
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smooth_triangle { V_CORNER1, V_NORMAL1, V_CORNER2, V_NORMAL2, V_CORNER3, V_NORMAL3
[OBJECT_MODIFIERS] }
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