==== Meshes: 1
- Mesh 'Cube' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1 
  - attr 'position' FLOAT_VECTOR POINT
    - (1.000, 1.000, 1.000)
    - (1.000, 1.000, -1.000)
    - (1.000, -1.000, 1.000)
      ...
    - (-1.000, 1.000, -1.000)
    - (-1.000, -1.000, 1.000)
    - (-1.000, -1.000, -1.000)
  - attr 'sharp_edge' BOOLEAN EDGE
    - 1 1 1 1 1 ... 1 1 1 1 1 
  - attr 'material_index' INT FACE
    - 0 0 0 0 0 0 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (0, 0)
    - (0, 0)
      ...
    - (0, 0)
    - (0, 0)
    - (0, 0)
  - attr 'UVMap' FLOAT2 CORNER
    - (0.625, 0.500)
    - (0.875, 0.500)
    - (0.875, 0.750)
      ...
    - (0.625, 0.250)
    - (0.625, 0.500)
    - (0.375, 0.500)
  - 1 materials
    - 'Material' 

==== Objects: 3
- Obj 'Camera' CAMERA data:'Camera'
  - pos 7.359, -6.926, 4.958
  - rot 1.109, 0.000, 0.815 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'Cube' MESH data:'Cube'
  - pos 0.000, 0.000, 0.000
  - rot 0.000, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'Light' LIGHT data:'Light'
  - pos 4.076, 1.005, 5.904
  - rot 0.650, 0.055, 1.866 (XYZ)
  - scl 1.000, 1.000, 1.000

==== Cameras: 1
- Cam 'Camera' PERSP lens:50.0 MILLIMETERS near:0.100 far:100.0 orthosize:7.3
  - fov 0.691 (h 0.691 v 0.471)
  - sensor 36.0x24.0 shift 0.000,0.000

==== Lights: 1
- Light 'Light' POINT col:(1.000, 1.000, 1.000) energy:1000.000

==== Materials: 1
- Mat 'Material'
  - base color (0.800, 0.800, 0.800)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500
  - metallic 0.000
  - ior 1.500
  - viewport diffuse (0.800, 0.800, 0.800, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.000, roughness 0.500
  - backface False probe True shadow False

