==== Meshes: 1
- Mesh 'Mesh' vtx:8 face:6 loop:24 edge:12
    - 0 1 3 2 2 ... 3 6 0 2 4 
    - 0/2 0/1 1/3 2/3 2/4 ... 4/6 5/7 6/7 0/6 1/7 
  - attr 'position' FLOAT_VECTOR POINT
    - (-4.183, 1.500, 3.683)
    - (-3.317, 1.500, 3.183)
    - (-4.183, 2.500, 3.683)
      ...
    - (-3.817, 2.500, 2.317)
    - (-4.683, 1.500, 2.817)
    - (-3.817, 1.500, 2.317)
  - 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 'map1' FLOAT2 CORNER
    - (0.375, 0.000)
    - (0.625, 0.000)
    - (0.625, 0.250)
      ...
    - (0.375, 0.000)
    - (0.375, 0.250)
    - (0.125, 0.250)
  - 1 materials
    - 'lambert1' 

==== Objects: 1
- Obj 'pCube1' MESH data:'Mesh'
  - pos 0.050, 0.000, 0.000
  - rot 1.571, 0.000, -0.785 (XYZ)
  - scl 0.010, 0.010, 0.010

==== Materials: 1
- Mat 'lambert1'
  - base color (0.500, 0.500, 0.500)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500
  - metallic 0.000
  - ior 1.500
  - viewport diffuse (0.500, 0.500, 0.500, 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
  - props: f3:Ambient=(0.000, 0.000, 0.000) f3:Diffuse=(0.400, 0.400, 0.400) f3:Emissive=(0.000, 0.000, 0.000) fl:Opacity=1.000

