debug pixel: x = 5; y = 250 cast ray: end = 0.02 0.01 4; dir = -0.570915 0.0168644 -0.820836 intersect test with obj[0]: hits = { {obj[0], 1.78661, false} } intersect test with obj[1]: hits = { } intersect test with obj[2]: hits = { } intersect test with obj[3]: hits = { {obj[3], 58.7036, false} } intersect test with obj[4]: hits = { {obj[4], 17.0558, false} } intersect test with obj[5]: hits = { } closest intersection: return = obj[0]; hit = {obj[0], 1.78661, false} call Shade_Surface with: location = -1 0.04013 2.53349; normal = 1 0 0 ambient = 0.3 0 0 intersect test with obj[0]: hits = { } intersect test with obj[1]: hits = { {obj[1], 2.7144, false} } intersect test with obj[2]: hits = { } intersect test with obj[3]: hits = { {obj[3], 3.08595, false} } intersect test with obj[4]: hits = { } intersect test with obj[5]: hits = { } closest intersection: return = obj[1]; hit = {obj[1], 2.7144, false} light 0 visible; closest object on ray too far away (light dist = 2.44296; object dist = 2.7144) shading for light 0: diffuse = 0.982456 0 0; specular = 0 0 0 cast ray: end = -1 0.04013 2.53349; dir = 0.570915 0.0168644 -0.820836 ray too deep; return black