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Lights & Camera #1
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(r, g, b, _) = colorToSRGBA c | ||
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-- Use the FillColor attribute for the diffuse pigment of the object. Diagrams |
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Yeah, repurposing FillColor
for this seems a bit silly to me. We should probably have a module Diagrams.ThreeD.Attributes
with 3D-specific attributes. As you say though, we'll need to figure out what attributes make sense to make available for all 3D backends, and which attributes are povray specific.
This branch introduces Renderable instances for types added in diagrams/diagrams-lib#114. It should not be merged until that is.
The code below uses the FillColor attribute to set the diffuse lighting color. Should we instead use a different attribute (SurfaceColor? DiffuseColor?), since the color in the rendered image is a combination of the surface color and the lighting?
I'm particularly interested in how much control people want over color / surface properties. The currently-possible images have no highlights, and there is no ambient light, so shadows are too dark. These should be easy to add later, but I'm not sure what properties are common, and which are idiosyncratic to POVRay.