debug pixel: x = 250; y = 260 cast ray: end = 0.02 0.01 1; dir = -0.169927 0.0344272 -0.984855 no intersection with obj[0] part 1533 intersection with obj[0] part 3771; dist = 0.852508 intersection with obj[0] part 505; dist = 1.17561 no intersection with obj[0] part 3696 closest intersection: obj = obj[0]; part = 3771; dist = 0.852508 call Shade_Surface with: location = -0.124864 0.0393495 0.160403; normal = 0.175131 0.271319 0.946422 ambient = 0 0 0 shading for light 0: diffuse = 0.489516 0.489516 0.489516; specular = 0.00890384 0.00890384 0.00890384 final color 0.49842 0.49842 0.49842