IUSE = CLIPPING DEPTH_TEST SMOOTH_COLOR \
EXTRA_INLINE NDEBUG RASTER_STATS RENDER_PROGRESS RENDER_TIMER
-# BACKFACE_CULLING avoid drawing triangles that are not facing forward
+
+# BACKFACE_CULLING prevent drawing triangles that are not facing forward
# CLIPPING turn on clipping (you really always want this)
# DEPTH_TEST enable the z buffer for depth testing
+# EXPORT_BMP save scene as bitmap (enabled by default)
+# EXPORT_PPM save scene as a PPM file (also enabled by default)
# EXTRA_INLINE allow the compiler to inline even more aggressively
# LIGHTING turn the lights on (experimental)
# NDEBUG disable assertions and other nonessential checks
-# FIND_NORMALS[=n] pre-compute vertex normals at loading time
-# set to 1 for per-face normals, 2 for averaged normals
+# PRE_NORMALS[=n] pre-compute mesh normals at scene-loading time;
+# set to 1 for per-face normals, 2 for averaged normals,
+# or 3 to also enable caching the computed normals
# RASTER_STATS print triangle count and optimization savings at the end
# RENDER_PROGRESS print progress while drawing the scene
# RENDER_TIMER add a timer to see how long the renderer takes