<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE X3D PUBLIC "ISO//Web3D//DTD X3D 3.3//EN" "http://www.web3d.org/specifications/x3d-3.3.dtd">
<X3D profile='Interchange' version='3.3 xmlns:xsd='http://www.w3.org/2001/XMLSchema-instance' xsd:noNamespaceSchemaLocation =' http://www.web3d.org/specifications/x3d-3.3.xsd '>
<head>
<meta name='titlecontent='Floor.x3d'/>
<meta name='descriptioncontent='Mesh floor: this file creates a large flat floor. Nothing special except its use... When lighting is computed for a face, it is typically computed only at the four corners of each face. The brightness at the center of the face is then computed by interpolating the brightnesses from the corners.'/>
<meta name='creatorcontent='David R. Nadeau'/>
<meta name='translatorcontent='Don Brutzman'/>
<meta name='createdcontent='1 July 1998'/>
<meta name='translatedcontent='2 February 2014'/>
<meta name='modifiedcontent='9 February 2014'/>
<meta name='referencecontent='Monolith.x3d'/>
<meta name='referencecontent='originals/floor.wrl'/>
<meta name='referencecontent=' http://www.siggraph.org/s98 '/>
<meta name='referencecontent=' http://www.siggraph.org/s98/conference/courses/18.html '/>
<meta name='referencecontent=' http://www.sdsc.edu/~moreland/courses/Siggraph98/vrml97/slides/mt0145.htm '/>
<meta name='referencecontent=' http://www.sdsc.edu/~moreland/courses/Siggraph98/vrml97/vrml97.htm '/>
<meta name='referencecontent=' http://www.web3d.org/x3d/content/examples/X3dResources.html '/>
<meta name='identifiercontent=' http://www.web3d.org/x3d/content/examples/Vrml2Sourcebook/Siggraph98Course/Floor.x3d '/>
<meta name='generatorcontent='Vrml97ToX3dNist, http://ovrt.nist.gov/v2_x3d.html'/>
<meta name='generatorcontent='X3D-Edit, https://savage.nps.edu/X3D-Edit'/>
<meta name='licensecontent=' ../license.html'/>
</head>
<!--

Index for Viewpoint image : Viewpoint_1
-->
<Scene>
<!-- Where this is important is in floors (and walls). If you create a floor using one large face (or the top of a Box node), then put a point light at the middle of the floor, the floor's corners will all be equi-distant from the light, and thus will have the same, rather dim brightness. When this brightness is interpolated across the face of the floor, you'll get a constant dim brightness... even directly underneath the point light! -->
<!-- To fix this, use a mesh (face set) with lots of smaller faces. Now, each face still has brightness computed for its four corners. However, the small faces near the center of the floor and the point light get higher brightness values computed than those more distant. This will give you a brightening effect under the point light, and a gradual dimming towards the edges of the floor. This is much more realistic! -->
<!-- The disadvantage is the increase in the number of faces in your scene. This can be a performance problem on some VRML browsers. -->
<Viewpoint description='View of floororientation='1 0 0 -0.197396position='0 2 10'/>
<Shape>
<Appearance>
<TextureTransform scale='20.0 20.0'/>
<Material ambientIntensity='0.1'/>
<ImageTexture
  url=' "stone2.jpg" "http://www.web3d.org/x3d/content/examples/Vrml2Sourcebook/Siggraph98Course/stone2.jpg" '/>
</Appearance>
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</IndexedFaceSet>
</Shape>
</Scene>
</X3D>
<!--

Index for Viewpoint image : Viewpoint_1
-->

<!-- Color key: <X3dNode field='value'/> matches <XmlElement attribute='value'/>
(Light blue background: behavior node) (Grey background: inserted documentation) (Magenta background: X3D extensibility)
-->

<!-- Additional help information about X3D scenes: X3D Resources, X3D Scene Authoring Hints and X3D Tooltips -->