Implemented specular reflective lighting for OpenGL 3.x, everything looks shiny (will add APIs to make it less shiny ;-)
Remove roof from kitchens/1.sdf, otherwise shadows and shinyness won't work (light is outside the room, bouncing against roof-top) Make kuka_iiwa/model.urdf more smooth, use .obj for per-vertex normals (using Blender, import STL, export OBJ, enable triangles, normals and Z-UP, Y forward)
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@@ -4291,45 +4291,7 @@
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</visual>
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</link>
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</model>
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<model name='part110.obj'>
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<static>1</static>
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<pose frame=''>-12.0 -13.9 0 0 0 0</pose>
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<link name='link_d110'>
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<inertial>
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<mass>0</mass>
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<inertia>
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<ixx>0.166667</ixx>
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<ixy>0</ixy>
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<ixz>0</ixz>
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<iyy>0.166667</iyy>
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<iyz>0</iyz>
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<izz>0.166667</izz>
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</inertia>
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</inertial>
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<collision concave='yes' name='collision_110'>
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<geometry>
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<mesh>
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<scale>.1 .1 .1</scale>
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<uri>fatihrmutfak/part110.obj</uri>
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</mesh>
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</geometry>
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</collision>
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<visual name='visual'>
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<geometry>
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<mesh>
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<scale>.1 .1 .1</scale>
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<uri>fatihrmutfak/part110.obj</uri>
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</mesh>
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</geometry>
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<material>
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<ambient>1 0 0 1</ambient>
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<diffuse>1.000000 1.000000 1.000000 1</diffuse>
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<specular>0.1 0.1 0.1 1</specular>
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<emissive>0 0 0 0</emissive>
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</material>
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</visual>
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</link>
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</model>
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<model name='part111.obj'>
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<static>1</static>
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<pose frame=''>-12.0 -13.9 0 0 0 0</pose>
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