debug pixel: x = 380; y = 250 cast ray: end = 0 1 6; dir = 0.131204 -0.140474 -0.981352 intersection with obj[1] part 0; dist = 5.72043 intersection with obj[0] part 0; dist = 21.3563 closest intersection: obj = obj[1]; part = 0; dist = 5.72043 call Shade_Surface with: location = 0.750543 0.196431 0.386246; normal = -0.498915 0.392861 0.772492 ambient = 0 0 0 no intersection with obj[1] part 0 no intersection with obj[0] part 0 closest intersection: none light 0 visible; no object on ray. shading for light 0: diffuse = 0.256392 0 0; specular = 1.5535e-08 1.5535e-08 1.5535e-08 intersection with obj[2] part 0; dist = 0.668742 no intersection with obj[1] part 0 no intersection with obj[0] part 0 closest intersection: obj = obj[2]; part = 0; dist = 0.668742 light 1 not visible; obscured by object obj[2] at location 0.330984 0.355718 0.882042 no intersection with obj[1] part 0 intersection with obj[0] part 0; dist = 4.46884 closest intersection: obj = obj[0]; part = 0; dist = 4.46884 light 2 not visible; obscured by object obj[0] at location 0.234806 -2 4.24374 final color 0.256392 1.5535e-08 1.5535e-08