debug pixel: x = 370; y = 300 cast ray: end = 0 1 6; dir = 0.108894 -0.0333254 -0.993495 intersect test with obj[0]: hits = { {obj[0], 3.36428, false}, {obj[0], 8.04332, true} } closest intersection: return = obj[0]; hit = {obj[0], 3.36428, false} call Shade_Surface with: location = 0.366351 0.887884 2.6576; normal = 0.106541 0.315154 0.943042 ambient = 0 0 0 shading for light 0: diffuse = 0.277123 0.277123 0.277123; specular = 0 0 0