Povrayval camera :
?fov:Playground.number ->
eye:(Playground.number * Playground.number * Playground.number) ->
target:(Playground.number * Playground.number * Playground.number) ->
unit ->
cameraval color : Playground.color -> surfaceval checker :
?size:Playground.number ->
Playground.color ->
Playground.color ->
surfaceval marble :
?size:Playground.number ->
Playground.color ->
Playground.color ->
surfaceval wood :
?size:Playground.number ->
Playground.color ->
Playground.color ->
surfaceval pattern :
(x:Playground.number ->
y:Playground.number ->
z:Playground.number ->
Playground.color) ->
surfaceval shiny : Playground.number -> surface -> surfaceval glassy : Playground.number -> surface -> surfaceval torus : Playground.number -> surface -> objval move :
Playground.number ->
Playground.number ->
Playground.number ->
obj ->
objval scale :
Playground.number ->
Playground.number ->
Playground.number ->
obj ->
objval rotate :
Playground.number ->
Playground.number ->
Playground.number ->
obj ->
objval sun :
Playground.color ->
Playground.number ->
Playground.number ->
Playground.number ->
lightval lamp :
Playground.color ->
Playground.number ->
Playground.number ->
Playground.number ->
lightval area_lamp : Playground.number -> light -> lightval spot :
?falloff:Playground.number ->
Playground.color ->
at:(Playground.number * Playground.number * Playground.number) ->
towards:(Playground.number * Playground.number * Playground.number) ->
Playground.number ->
lightval scene :
?ambient:Playground.number ->
?sky:Playground.color ->
camera:camera ->
light list ->
obj list ->
sceneval still :
?export:< Cap.open_out > ->
?file:string ->
?rays_per_frame:int ->
?size:(int * int) ->
?algorithm:Raytrace.algorithm ->
?samples:int ->
scene ->
(model Playground.game, Playground.msg) Playground.appval orbit :
?export:< Cap.open_out > ->
?file:string ->
?rays_per_frame:int ->
?size:(int * int) ->
?algorithm:Raytrace.algorithm ->
?samples:int ->
scene ->
(model Playground.game, Playground.msg) Playground.appval raytrace_scene : scene -> Raytrace.sceneval pick :
scene ->
width:int ->
height:int ->
Playground.number ->
Playground.number ->
obj option