I added texture maps for polygons and a `VISgrPOVRayWindow` class to the POVRay destination class for object graphics that [I’ve](http://michaelgalloy.com/2008/03/10/idl-object-graphics-to-pov-ray.html) [mentioned](http://michaelgalloy.com/2008/10/05/pov-ray-destination-for-idl-object-graphics.html) [before](http://michaelgalloy.com/2008/10/14/pov-ray-destination-class-download.html). The image to the left uses texture maps on an `IDLgrPolgyon`. It has a single direct light source to the right, so POVRay has cast a shadow on the right side of the left planet, making it entirely in shadow (I added a weak ambient light so that it could be seen at all).

The `VISgrPOVRayWindow` class acts just like `IDLgrWindow` except that it uses POV-Ray instead of OpenGL to render the graphics (i.e. it runs POV-Ray and loads the image back into IDL for you).

[Download](http://michaelgalloy.com/wp-content/uploads/2009/02/vis_povray-0.2.zip) includes API documentation on how to use.