#N canvas 10 40 620 460 10;
#X declare -lib Gem;
#X obj 8 10 cnv 15 400 40 empty empty lighting 20 12 0 24 -228992 -66577
0;
#X obj 465 16 gemwin_control;
#X obj 466 60 import Gem;
#X obj 83 173 gemwin;
#X msg 83 152 lighting \$1;
#X obj 83 134 tgl 15 1 empty empty empty 0 -6 0 8 -24198 -1 -1 1 1
;
#X obj 465 121 gemhead;
#X obj 465 162 sphere 1 35;
#X obj 22 233 tgl 15 1 empty empty empty 0 -6 0 8 -24198 -1 -1 0 1
;
#X obj 22 253 world_light;
#X text 465 103 example sphere;
#X text 11 54 No world would be complete without lighting. Gem provides
three different kinds of light sources. Like rendering \, the calculation
of lighting needs to be turned on by sending a message to [gemwin]
\, since lighting is a GPU-intensive operation.;
#X obj 2 194 gemhead;
#X obj 22 304 tgl 15 1 empty empty empty 0 -6 0 8 -24198 -1 -1 0 1
;
#X obj 22 354 tgl 15 1 empty empty empty 0 -6 0 8 -24198 -1 -1 1 1
;
#X obj 22 424 spot_light;
#X obj 22 324 light;
#X msg 54 403 0 0 1;
#X msg 52 301 0 1 0;
#X msg 62 231 1 0 0;
#X text 125 225 A [world_light] is a light that is infinitely far away
\, basically like sunlight. The rays coming from a [world_light] are
always parallel.;
#X text 124 306 [light] generates a point-light that is part of the
scene. It is basically like a lamp. You can place the lamp directly
in your scene.;
#X msg 30 384 debug \$1;
#X obj 46 365 tgl 15 0 empty empty empty 0 -6 0 8 -262144 -1 -1 0 1
;
#X text 124 386 A [spot_light] generates a spot light which you can
move around. It can be used for pinpoint light or widened to cover
a larger area. If you turn on the debug feature \, you will see a little
cone where the light source is.;
#X obj 465 142 translateXYZ 0 0 -2;
#X connect 4 0 3 0;
#X connect 5 0 4 0;
#X connect 6 0 25 0;
#X connect 8 0 9 0;
#X connect 12 0 9 0;
#X connect 12 0 16 0;
#X connect 12 0 15 0;
#X connect 13 0 16 0;
#X connect 14 0 15 0;
#X connect 17 0 15 1;
#X connect 18 0 16 1;
#X connect 19 0 9 1;
#X connect 22 0 15 0;
#X connect 23 0 22 0;
#X connect 25 0 7 0;
