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Rendering Specifications

Note: R, G, B values should be in the range 0.0 to 1.0

Camera (Status: Up-to-date)​

camera id
projection [PERSPECTIVE] or [PARALLEL]
frustum [({left} {right} {bottom} {top} {nearPlane} {farPlane}) for PARALLEL; ({fieldOfView} {aspectRatio} {nearPlane} {farPlane} 0 0) for PERSPECTIVE]
endcamera
  • {fieldOfView}: extent of the observable world that is seen, defined by an angle (0° ~ 360°).
  • {aspectRatio}: ratio of the width and height of the viewport.
  • {left}: Defines the left X axis of the Nearplane and Farplane.
  • {right}: Defines the Right X axis of the Nearplane and Farplane.
  • {bottom}: Defines the Bottom Y axis of the Nearplane and Farplane.
  • {top}: Defines the Top Y axis of the Nearplane and Farplane.
  • {nearPlane}: Defines the Z axis of the Nearplane.
  • {farPlane}: Defines the Z axis of the Farplane.

The default Camera is: PERSPECTIVE, with 45° FOV, 1280x720 Aspect Ratio, 0.1 nearPlane, and 1000 farPlane.

Lights (Status: Up-to-date)​

light id
type [DIRECTIONAL] or [AMBIENT]
color (R G B)
direction (X Y Z) FOR DIRECTIONAL
endlight

Creates a light that can optionally be colored and a directed or ambient beam. For Directional lighting, you can specify the vector direction the light is pointing to.

Viewports​

Viewport id
cameraID [camid]
(left top width height)
endviewport

Single or multiple viewport setting.

Background Color​

backgroundcolor (R G B) endbackground
Sets background color of scene.

Global Frontface Color​

frontcolor (R G B) endfrontcolor

Set global frontface color, can't use slider to interactively change this.

Local Frontface Color​

surface id (R G B) endsurface

Defines a surface color by its RGB values in the range [0, 1].

Global Backface Color​

backcolor (R G B) endbackcolor

Set global backface color, can't use slider to interactively change this.

Local Backface Color​

backface id color (R G B) endbackface

Set the backface color for each individual backface.

Color Hierarchy​

When multiple color definitions could apply to the same geometry, JIPCAD resolves them in the following order of precedence (highest to lowest):

  1. Instance surface — A surface specified on an instance (e.g., instance name obj surface MyColor endinstance) overrides all other color settings for that instance.
  2. Local frontface/backface — Surface definitions and backface colors defined in the scene apply when no instance-level surface is specified.
  3. Global frontface/backface — frontcolor and backcolor set the default for all geometry that does not have a more specific color assignment.
  4. Background color — Applies only to the scene background and does not affect geometry.

In practice: define surfaces at the start of your scene, then assign them to instances. Any instance without a surface will fall back to the global frontface and backface colors.