Functions from [[http://en.wikipedia.org/wiki/OpenGL|OpenGL]] library are used to plot [[посторить_3d|3D view]]. According to this the parameters used in the 3D regime are similar to the standard OpenGL parameters of **lighting equation**. The equation is as follows: {{:processing:3d_15.jpg|}}, where * {{:processing:3d_16.jpg|}} - Material Emission, * {{:processing:3d_17.jpg|}} - Ambient color of the material (Material Color), * {{:processing:3d_18.jpg|}} - Diffuse color of the material. (Material Color), * {{:processing:3d_19.jpg|}} - Specular color of the material (Material Specular), * {{:processing:3d_20.jpg|}} - Scene Ambient light intensity, * {{:processing:3d_21.jpg|}} - The number of light sources (in our case this parameter is equal to 1 if the lighting is turned on, and to 0 if it is turned off), * {{:processing:3d_22.jpg|}} - Ambient light intensity, * {{:processing:3d_23.jpg|}} - Diffuse light intensity, * {{:processing:3d_24.jpg|}} - Specular light intensity, * {{:processing:3d_25.jpg|}} - Normal vector to the surface, * {{:processing:3d_26.jpg|}} - Unit vector directed from a current point on the surface to the light source, * {{:processing:3d_27.jpg|}} - Unit vector directed from a current point on the surface to the camera, * {{:processing:3d_28.jpg|}} - Material Shininess.