<?xml version="1.0" encoding="ISO-8859-1"?>

<ze_point name="point">
    <!-- Create a point object.
    If the object will not be re-used, omit the name attribute.
    
    The order of applying transformation methods matters.
    
    Methods include:
    -->

    <rotatex>angle</rotatex>
        <!-- Rotates the object about the x-axis. -->

    <rotatey>angle</rotatey>
        <!-- Rotates the object about the y-axis. -->

    <rotatez>angle</rotatez>
        <!-- Rotates the object about the y-axis. -->
    
    <scale>sx, sy, sz</scale>
        <!-- Scales the object by the factors of
        sx, sy, sz in x-, y-, and z-directions.
        -->
    
    <translate>dx, dy, dz</translate>
        <!-- Moves the object away from the origin
        by dx, dy, and dz.
        -->
    
    <normalize>true</normalize>
        <!-- Or <normalize>true</normalize> to enable or disable
        OpenGL normalization. This may cause a substantially slow
        rendering and is not recommended for animation.
        -->

    <color>r, g, b, a</color>
        <!-- Sets the object color.
        It has no effect when per vertex colors are used.
        Color components of red, green, blue, and alpha
        should be numbers of 0 to 1.
        -->
    
    <vertex>name</vertex>
        <!-- Sets the named ze_vertex object as vertices. -->
    
    <vertex_normal>name</vertex_normal>
        <!-- Sets the named ze_vertex object as vertex normals. -->
    
    <vertex_color>name</vertex_color>
        <!-- Sets the named ze_color object as vertex colors. -->

    <size>v</size>
        <!-- Set the point size.
        The maximal available size is OS dependent (10 for Windows).
        -->

    <smooth>true</smooth>
        <!-- Or <smooth>false</smooth> to have antialias or normal point.
        A antialias point appears round and a normal one appears squared.
        A blend object should be used for this to take effect.
        -->
        
</ze_point>