debug pixel: x = 70; y = 250 cast ray: end = 0.02 0.01 4; dir = -0.483467 0.017968 -0.875178 no intersection with obj[1] part 0 no intersection with obj[2] part 0 intersection with obj[3] part 0; dist = 55.0979 intersection with obj[4] part 0; dist = 15.9967 intersection with obj[0] part 0; dist = 2.10976 closest intersection: obj = obj[0]; part = 0; dist = 2.10976 call Shade_Surface with: location = -1 0.0479083 2.15358; normal = 1 0 0 ambient = 0.3 0 0 intersection with obj[1] part 0; dist = 2.98451 no intersection with obj[2] part 0 intersection with obj[3] part 0; dist = 3.40035 no intersection with obj[4] part 0 no intersection with obj[0] part 0 closest intersection: obj = obj[1]; part = 0; dist = 2.98451 light 0 visible; closest object on ray too far away (light dist = 2.68606; object dist = 2.98451) shading for light 0: diffuse = 0.739124 0 0; specular = 0 0 0 final color 1.03912 0 0 cast ray: end = -1 0.0479083 2.15358; dir = 0.483467 0.017968 -0.875178 intersection with obj[1] part 0; dist = 4.13679 no intersection with obj[2] part 0 intersection with obj[3] part 0; dist = 52.9881 intersection with obj[4] part 0; dist = 13.887 no intersection with obj[0] part 0 closest intersection: obj = obj[1]; part = 0; dist = 4.13679 call Shade_Surface with: location = 1 0.122238 -1.46684; normal = -1 0 0 ambient = 0.3 0 0 no intersection with obj[1] part 0 no intersection with obj[2] part 0 intersection with obj[3] part 0; dist = 7.13895 no intersection with obj[4] part 0 intersection with obj[0] part 0; dist = 55.1232 closest intersection: obj = obj[3]; part = 0; dist = 7.13895 light 0 visible; closest object on ray too far away (light dist = 5.51232; object dist = 7.13895) shading for light 0: diffuse = 0.00950202 0 0; specular = 0 0 0 final color 0.309502 0 0 cast ray: end = 1 0.122238 -1.46684; dir = -0.483467 0.017968 -0.875178 no intersection with obj[1] part 0 no intersection with obj[2] part 0 intersection with obj[3] part 0; dist = 48.8513 intersection with obj[4] part 0; dist = 9.7502 intersection with obj[0] part 0; dist = 4.13679 closest intersection: obj = obj[0]; part = 0; dist = 4.13679 call Shade_Surface with: location = -1 0.196568 -5.08727; normal = 1 0 0 ambient = 0.3 0 0 intersection with obj[1] part 0; dist = 10.315 no intersection with obj[2] part 0 intersection with obj[3] part 0; dist = 12.3603 no intersection with obj[4] part 0 no intersection with obj[0] part 0 closest intersection: obj = obj[1]; part = 0; dist = 10.315 light 0 visible; closest object on ray too far away (light dist = 9.28346; object dist = 10.315) shading for light 0: diffuse = 0.0179033 0 0; specular = 0 0 0 final color 0.317903 0 0 cast ray: end = -1 0.196568 -5.08727; dir = 0.483467 0.017968 -0.875178 intersection with obj[1] part 0; dist = 4.13679 no intersection with obj[2] part 0 intersection with obj[3] part 0; dist = 44.7145 intersection with obj[4] part 0; dist = 5.61341 intersection with obj[5] part 0; dist = 2.48802 no intersection with obj[0] part 0 closest intersection: obj = obj[5]; part = 0; dist = 2.48802 call Shade_Surface with: location = 0.202874 0.241273 -7.26472; normal = 0.253592 0.301591 0.919094 ambient = 0.3 0.3 0.3 intersection with obj[1] part 0; dist = 15.0773 no intersection with obj[2] part 0 intersection with obj[3] part 0; dist = 15.3373 no intersection with obj[4] part 0 no intersection with obj[5] part 0 no intersection with obj[0] part 0 closest intersection: obj = obj[1]; part = 0; dist = 15.0773 light 0 visible; closest object on ray too far away (light dist = 11.2944; object dist = 15.0773) shading for light 0: diffuse = 0.0589525 0.0589525 0.0589525; specular = 3.65729e-20 3.65729e-20 3.65729e-20 final color 0.358952 0.358952 0.358952