debug pixel: x = 400; y = 100 cast ray: end = 0 1 6; dir = 0.166131 -0.439026 -0.882982 intersect test with obj[0]: hits = { {obj[0], 4.55554, false} } closest intersection: return = obj[0]; hit = {obj[0], 4.55554, false} call Shade_Surface with: location = 0.756815 -1 1.97754; normal = 0 1 0 ambient = 0 0 0 shading for light 0: diffuse = 0.336691 0.336691 0.336691; specular = 0 0 0