debug pixel: x = 340; y = 240 cast ray: end = 0 1 6; dir = 0.044812 -0.163156 -0.985582 intersect test with obj[0]: hits = { {obj[0], 3.27455, false}, {obj[0], 8.26373, true} } closest intersection: return = obj[0]; hit = {obj[0], 3.27455, false} call Shade_Surface with: location = 0.146739 0.465738 2.77266; normal = 0.0186956 0.146295 0.989064 ambient = 0 0 0 shading for light 0: diffuse = 0.187633 0.187633 0.187633; specular = 0.0012291 0.0012291 0.0012291