POV-Ray: Documentation: 2.4.2.4 Mesh2

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POV-Ray : Documentation : 2.4.2.4 Mesh2
|  | POV-Ray 3.6 Documentation Online View |
2.4.2.3 Mesh |  | 2.4.2.5 Polygon
|  | #### 2.4.2.4 Mesh2 The new mesh syntax is designed for use in conversion from other file formats.
      MESH2 :
          mesh2{
            VECTORS...
            LISTS...   |
            INDICES... |
            MESH_MODIFIERS
          }
      VECTORS :
          vertex_vectors
          {
            number_of_vertices,
            <vertex1>, <vertex2>, ...
          }|
          normal_vectors
          {
            number_of_normals,
            <normal1>, <normal2>, ...
          }|
          uv_vectors
          {
            number_of_uv_vectors,
            <uv_vect1>, <uv_vect2>, ...
          }
      LISTS :
          texture_list
          {
            number_of_textures,
            texture { Texture1 },
            texture { Texture2 }, ...
          }|
      INDICES :
          face_indices
          {
            number_of_faces,
            <index_a, index_b, index_c> [,texture_index [,
                                        texture_index, texture_index]],
            <index_d, index_e, index_f> [,texture_index [,
                                        texture_index, texture_index]],
            ...
          }|
          normal_indices
          {
            number_of_faces,
            <index_a, index_b, index_c>,
            <index_d, index_e, index_f>,
            ...
          }|
          uv_indices {
            number_of_faces,
            <index_a, index_b, index_c>,
            <index_d, index_e, index_f>,
            ...
          }
      MESH_MODIFIER :
          inside_vector <direction> | OBJECT_MODIFIERS
`mesh2` has to be specified in the order VECTORS..., LISTS..., INDICES.... The `normal_vectors`, `uv_vectors`, and `texture_list` sections are optional. If the number of normals equals the number of vertices then the normal_indices section is optional and the indexes from the `face_indices` section are used instead. Likewise for the `uv_indices` section. Note: that the numbers of uv_indices must equal number of faces. The indexes are ZERO-BASED! So the first item in each list has an index of zero. ##### 2.4.2.4.1 Smooth and Flat triangles in the same mesh You can specify both flat and smooth triangles in the same mesh. To do this, specify the smooth triangles first in the `face_indices` section, followed by the flat triangles. Then, specify normal indices (in the `normal_indices` section) for only the smooth triangles. Any remaining triangles that do not have normal indices associated with them will be assumed to be flat triangles. ##### 2.4.2.4.2 Mesh Triangle Textures To specify a texture for an individual mesh triangle, specify a single integer texture index following the face-index vector for that triangle. To specify three textures for vertex-texture interpolation, specify three integer texture indices (separated by commas) following the face-index vector for that triangle. Vertex-texture interpolation and textures for an individual triangle can be mixed in the same mesh |
2.4.2.3 Mesh |  | 2.4.2.5 Polygon