material Examples/EnvMappedRustySteel { technique { pass { texture_unit { texture RustySteel.jpg } texture_unit { texture spheremap.png colour_op_ex add src_texture src_current colour_op_multipass_fallback one one env_map spherical } } } } material Examples/OgreLogo { technique { pass { ambient 0.8 0.8 0.8 texture_unit { texture ogrelogo.png } } } } material Examples/DarkMaterial { technique { pass { ambient 0.1 0.1 0.1 texture_unit { texture BeachStones.jpg } } } } material Examples/SpaceSkyBox { technique { pass { lighting off depth_write off texture_unit { cubic_texture stevecube.jpg separateUV tex_address_mode clamp } } } } material Examples/SceneSkyBox1 { technique { pass { lighting off depth_write off texture_unit { cubic_texture cubemap_fr.jpg cubemap_bk.jpg cubemap_lf.jpg cubemap_rt.jpg cubemap_up.jpg cubemap_dn.jpg separateUV tex_address_mode clamp } } } } material Examples/SceneCubeMap1 { technique { pass { lighting off texture_unit { cubic_texture cubemap.jpg combinedUVW tex_address_mode clamp env_map cubic_reflection } } } } material Examples/SceneSkyBox2 { technique { pass { lighting off depth_write off texture_unit { cubic_texture cubescene_fr.jpg cubescene_bk.jpg cubescene_lf.jpg cubescene_rt.jpg cubescene_up.jpg cubescene_dn.jpg separateUV tex_address_mode clamp } } } } material Examples/SceneCubeMap2 { technique { pass { lighting off texture_unit { cubic_texture cubescene.jpg combinedUVW tex_address_mode clamp env_map cubic_reflection } } } } material Examples/CloudyNoonSkyBox { technique { pass { lighting off depth_write off texture_unit { cubic_texture cloudy_noon.jpg separateUV tex_address_mode clamp } } } } material Examples/StormySkyBox { technique { pass { lighting off depth_write off texture_unit { cubic_texture stormy.jpg separateUV tex_address_mode clamp } } } } material Examples/MorningSkyBox { technique { pass { lighting off depth_write off texture_unit { cubic_texture morning.jpg separateUV tex_address_mode clamp } } } } material Examples/EveningSkyBox { technique { pass { lighting off depth_write off texture_unit { cubic_texture evening.jpg separateUV tex_address_mode clamp } } } } material Examples/CloudySky { technique { pass { lighting off depth_write off texture_unit { texture clouds.jpg scroll_anim 0.15 0 } } } } material Examples/RustySteel { technique { pass { texture_unit { texture RustySteel.jpg } } } } material Examples/Chrome { technique { pass { texture_unit { texture Chrome.jpg env_map spherical } } } } material Examples/SpaceSkyPlane { technique { pass { lighting off depth_write off fog_override true none texture_unit { texture spacesky.jpg } } } } material Examples/TextureEffect1 { technique { pass { ambient 0.75 0.75 0.75 cull_hardware none cull_software none texture_unit { texture BumpyMetal.jpg rotate_anim 0.2 wave_xform scale_x sine 1 0.1 0 5 wave_xform scale_y sine 0.5 0.2 0.5 3 } } } } material Examples/TextureEffect2 { technique { pass { texture_unit { texture Water02.jpg scroll_anim 0.5 0 } } } } material Examples/TextureEffect3 { technique { pass { ambient 0.7 0.7 0.7 cull_hardware none cull_software none texture_unit { texture Water01.jpg scroll_anim -0.25 0.1 } texture_unit { texture Water01.jpg colour_op_ex add src_texture src_current colour_op_multipass_fallback one one scroll_anim -0.1 0.25 } } } } material Examples/TextureEffect4 { technique { pass { ambient 0.3 0.3 0.3 scene_blend colour_blend cull_hardware none cull_software none texture_unit { texture Water02.jpg scroll_anim 0.01 0.01 } } } } material Examples/BumpyMetal { technique { pass { ambient 0.75 0.75 0.75 cull_hardware none cull_software none texture_unit { texture BumpyMetal.jpg } } } } material Examples/TransparentTest { technique { pass { ambient 0.2 0.2 0.2 scene_blend add depth_write off texture_unit { texture Water01.jpg scroll_anim 0.25 0 } texture_unit { texture Water01.jpg wave_xform scroll_y sine 0 0.1 0 0.5 } } } } material Examples/Flare { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture flare.png } } } } material Examples/Flare2 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture flaretrail.png } } } } material Examples/FlarePointSprite { technique { pass { lighting off scene_blend add depth_write off point_sprites on point_size 2 point_size_attenuation on texture_unit { texture flare.png } } } } material Examples/Droplet { technique { pass { scene_blend colour_blend depth_write off texture_unit { texture basic_droplet.png } } } } material Examples/Hilite/Yellow { technique { pass { texture_unit { texture dkyellow.png } } } } material Examples/Rocky { technique { pass { ambient 0.2 0.2 0.2 texture_unit { texture egyptrockyfull.jpg } } } } material Examples/10PointBlock { technique { pass { texture_unit { texture 10points.png } } } } material Material__25 { technique { pass { texture_unit { texture texmap2.jpg } } } } material 2 - Default { technique { pass { texture_unit { texture MtlPlat2.jpg } } } } material Material #8 { technique { pass { texture_unit { texture BODY.jpg } } } } material Material #3 { technique { pass { texture_unit { texture HEAD4.jpg } } } } material Material #9 { technique { pass { texture_unit { texture LEGS.jpg } } } } material Examples/Fish { technique { pass { texture_unit { texture steelhead.png } } } } material Examples/Ninja { technique { pass { texture_unit { texture nskingr.jpg } } } } material Examples/Robot { // Hardware skinning technique technique { pass { vertex_program_ref Ogre/HardwareSkinningOneWeight { param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4 param_named_auto viewProjectionMatrix viewproj_matrix param_named_auto lightPos[0] light_position 0 param_named_auto lightPos[1] light_position 1 param_named_auto lightDiffuseColour[0] light_diffuse_colour 0 param_named_auto lightDiffuseColour[1] light_diffuse_colour 1 param_named_auto ambient ambient_light_colour } // alternate shadow caster program shadow_caster_vertex_program_ref Ogre/HardwareSkinningOneWeightShadowCaster { param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4 param_named_auto viewProjectionMatrix viewproj_matrix param_named_auto ambient ambient_light_colour } texture_unit { texture r2skin.jpg } } } // Software blending technique technique { pass { texture_unit { texture r2skin.jpg } } } } material Examples/GrassFloor { technique { pass { texture_unit { texture grass_1024.jpg } } } } vertex_program Examples/GrassWaverVp cg { source Grass.cg entry_point grass_vp profiles vs_1_1 arbvp1 } material Examples/GrassBlades { // Vertex program waving grass technique { pass { vertex_program_ref Examples/GrassWaverVp { param_named_auto worldViewProj worldviewproj_matrix param_named_auto ambient ambient_light_colour param_named_auto objSpaceLight light_position_object_space 0 param_named_auto lightColour light_diffuse_colour 0 param_named_auto offset custom 999 } alpha_rejection greater 150 scene_blend alpha_blend cull_hardware none cull_software none texture_unit { texture gras_02.png } } } // Non-vertex program technique (no waving) technique { pass { alpha_rejection greater 150 scene_blend alpha_blend cull_hardware none cull_software none texture_unit { texture gras_02.png } } } } material Examples/Rockwall { technique { pass { texture_unit { texture rockwall.tga } } } } material Examples/Aureola { technique { pass { lighting off scene_blend alpha_blend depth_write off cull_hardware none texture_unit { texture aureola.png tex_address_mode clamp } } } } // Test hardware morph animation material Examples/HardwareMorphAnimation { technique { pass { vertex_program_ref Ogre/HardwareMorphAnimation { // all default } texture_unit { tex_coord_set 0 colour_op_ex source1 src_current src_current } // need to define these texture units otherwise GL won't use the uv sets texture_unit { tex_coord_set 1 // also need to set blending to ignore texture which is GL warning texture colour_op_ex source1 src_current src_current } texture_unit { tex_coord_set 2 colour_op_ex source1 src_current src_current } } } } // Test hardware pose animation material Examples/HardwarePoseAnimation { technique { pass { vertex_program_ref Ogre/HardwarePoseAnimation { // all default } texture_unit { tex_coord_set 0 colour_op_ex source1 src_current src_current } // need to define these texture units otherwise GL won't use the uv sets texture_unit { tex_coord_set 1 // also need to set blending to ignore texture which is GL warning texture colour_op_ex source1 src_current src_current } texture_unit { tex_coord_set 2 colour_op_ex source1 src_current src_current } } } } material RustyBarrel { technique { pass { ambient 0.5 0.5 0.5 1.0 diffuse 1.0 1.0 1.0 1.0 specular 0.0 0.0 0.0 1.0 12.5 emissive 0.0 0.0 0.0 1.0 texture_unit { texture RustyBarrel.png filtering trilinear } } } } material WoodPallet { receive_shadows on technique { pass { ambient 0.5 0.5 0.5 1.0 diffuse 1.0 1.0 1.0 1.0 specular 0.0 0.0 0.0 1.0 12.5 texture_unit { texture WoodPallet.png filtering trilinear } } } } material Examples/LightRibbonTrail { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture ribbonband.png 1d tex_address_mode clamp filtering none } } } }