mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-05 01:40:44 +01:00
8310a3fbad
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
233 lines
22 KiB
XML
233 lines
22 KiB
XML
<?xml version="1.0"?>
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<irr_scene>
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<attributes>
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<string name="Name" value="" />
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<int name="Id" value="-1" />
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<colorf name="AmbientLight" value="0.000000, 0.000000, 0.000000, 0.000000" />
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<enum name="FogType" value="FogLinear" />
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<colorf name="FogColor" value="1.000000, 1.000000, 1.000000, 0.000000" />
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<float name="FogStart" value="50.000000" />
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<float name="FogEnd" value="100.000000" />
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<float name="FogDensity" value="0.010000" />
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<bool name="FogPixel" value="false" />
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<bool name="FogRange" value="false" />
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</attributes>
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<node type="animatedMesh">
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<attributes>
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<string name="Name" value="" />
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<int name="Id" value="-1" />
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<vector3d name="Position" value="-88.000000, -300.000000, 150.000000" />
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<vector3d name="Rotation" value="0.000000, 0.000000, 0.000000" />
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<vector3d name="Scale" value="1.000000, 1.000000, 1.000000" />
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<bool name="Visible" value="true" />
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<int name="AutomaticCulling" value="1" />
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<int name="DebugDataVisible" value="0" />
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<bool name="IsDebugObject" value="false" />
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<string name="Mesh" value="../../media/dwarf.x" />
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<bool name="Looping" value="true" />
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<bool name="ReadOnlyMaterials" value="false" />
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<float name="FramesPerSecond" value="0.000000" />
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<int name="StartFrame" value="0" />
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<int name="EndFrame" value="55" />
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</attributes>
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<materials>
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<attributes>
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<enum name="Type" value="solid" />
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<color name="Ambient" value="ffffffff" />
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<color name="Diffuse" value="ffcccccc" />
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<color name="Emissive" value="ff5d5d5d" />
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<color name="Specular" value="ff000000" />
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<float name="Shininess" value="0.000000" />
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<float name="Param1" value="0.000000" />
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<float name="Param2" value="0.000000" />
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<float name="Thickness" value="1.000000" />
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<texture name="Texture1" value="../../media/axe.jpg" />
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<texture name="Texture2" value="" />
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<texture name="Texture3" value="" />
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<texture name="Texture4" value="" />
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<texture name="Texture5" value="" />
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<texture name="Texture6" value="" />
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<texture name="Texture7" value="" />
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<texture name="Texture8" value="" />
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<bool name="Wireframe" value="false" />
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<bool name="PointCloud" value="false" />
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<bool name="GouraudShading" value="true" />
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<bool name="Lighting" value="false" />
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<bool name="ZWriteEnable" value="true" />
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<int name="ZBuffer" value="1" />
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<bool name="BackfaceCulling" value="true" />
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<bool name="FrontfaceCulling" value="false" />
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<bool name="FogEnable" value="false" />
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<bool name="NormalizeNormals" value="false" />
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<bool name="UseMipMaps" value="true" />
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<int name="AntiAliasing" value="1" />
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<int name="ColorMask" value="15" />
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<int name="ColorMaterial" value="1" />
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<int name="BlendOperation" value="0" />
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<float name="BlendFactor" value="0.000000" />
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<int name="PolygonOffsetFactor" value="0" />
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<enum name="PolygonOffsetDirection" value="" />
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<float name="PolygonOffsetDepthBias" value="0.000000" />
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<float name="PolygonOffsetSlopeScale" value="0.000000" />
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<int name="ZWriteFineControl" value="0" />
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<bool name="BilinearFilter1" value="true" />
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<bool name="BilinearFilter2" value="true" />
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<bool name="BilinearFilter3" value="true" />
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<bool name="BilinearFilter4" value="true" />
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<bool name="BilinearFilter5" value="true" />
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<bool name="BilinearFilter6" value="true" />
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<bool name="BilinearFilter7" value="true" />
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<bool name="BilinearFilter8" value="true" />
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<bool name="TrilinearFilter1" value="false" />
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<bool name="TrilinearFilter2" value="false" />
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<bool name="TrilinearFilter3" value="false" />
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<bool name="TrilinearFilter4" value="false" />
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<bool name="TrilinearFilter5" value="false" />
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<bool name="TrilinearFilter6" value="false" />
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<bool name="TrilinearFilter7" value="false" />
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<bool name="TrilinearFilter8" value="false" />
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<int name="AnisotropicFilter1" value="0" />
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<int name="AnisotropicFilter2" value="0" />
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<int name="AnisotropicFilter3" value="0" />
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<int name="AnisotropicFilter4" value="0" />
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<int name="AnisotropicFilter5" value="0" />
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<int name="AnisotropicFilter6" value="0" />
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<int name="AnisotropicFilter7" value="0" />
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<int name="AnisotropicFilter8" value="0" />
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<enum name="TextureWrapU1" value="texture_clamp_repeat" />
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<enum name="TextureWrapU2" value="texture_clamp_repeat" />
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<enum name="TextureWrapU3" value="texture_clamp_repeat" />
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<enum name="TextureWrapU4" value="texture_clamp_repeat" />
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<enum name="TextureWrapU5" value="texture_clamp_repeat" />
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<enum name="TextureWrapU6" value="texture_clamp_repeat" />
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<enum name="TextureWrapU7" value="texture_clamp_repeat" />
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<enum name="TextureWrapU8" value="texture_clamp_repeat" />
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<enum name="TextureWrapV1" value="texture_clamp_repeat" />
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<enum name="TextureWrapV2" value="texture_clamp_repeat" />
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<enum name="TextureWrapV3" value="texture_clamp_repeat" />
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<enum name="TextureWrapV4" value="texture_clamp_repeat" />
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<enum name="TextureWrapV5" value="texture_clamp_repeat" />
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<enum name="TextureWrapV6" value="texture_clamp_repeat" />
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<enum name="TextureWrapV7" value="texture_clamp_repeat" />
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<enum name="TextureWrapV8" value="texture_clamp_repeat" />
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<enum name="TextureWrapW1" value="texture_clamp_repeat" />
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<enum name="TextureWrapW2" value="texture_clamp_repeat" />
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<enum name="TextureWrapW3" value="texture_clamp_repeat" />
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<enum name="TextureWrapW4" value="texture_clamp_repeat" />
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<enum name="TextureWrapW5" value="texture_clamp_repeat" />
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<enum name="TextureWrapW6" value="texture_clamp_repeat" />
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<enum name="TextureWrapW7" value="texture_clamp_repeat" />
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<enum name="TextureWrapW8" value="texture_clamp_repeat" />
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<int name="LODBias1" value="0" />
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<int name="LODBias2" value="0" />
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<int name="LODBias3" value="0" />
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<int name="LODBias4" value="0" />
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<int name="LODBias5" value="0" />
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<int name="LODBias6" value="0" />
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<int name="LODBias7" value="0" />
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<int name="LODBias8" value="0" />
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</attributes>
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<attributes>
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<enum name="Type" value="solid" />
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<color name="Ambient" value="ffffffff" />
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<color name="Diffuse" value="ffcccccc" />
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<color name="Emissive" value="ff4e4e4e" />
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<color name="Specular" value="ff000000" />
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<float name="Shininess" value="0.000000" />
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<float name="Param1" value="0.000000" />
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<float name="Param2" value="0.000000" />
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<float name="Thickness" value="1.000000" />
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<texture name="Texture1" value="../../media/dwarf.jpg" />
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<texture name="Texture2" value="" />
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<texture name="Texture3" value="" />
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<texture name="Texture4" value="" />
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<texture name="Texture5" value="" />
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<texture name="Texture6" value="" />
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<texture name="Texture7" value="" />
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<texture name="Texture8" value="" />
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<bool name="Wireframe" value="false" />
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<bool name="PointCloud" value="false" />
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<bool name="GouraudShading" value="true" />
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<bool name="Lighting" value="false" />
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<bool name="ZWriteEnable" value="true" />
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<int name="ZBuffer" value="1" />
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<bool name="BackfaceCulling" value="true" />
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<bool name="FrontfaceCulling" value="false" />
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<bool name="FogEnable" value="false" />
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<bool name="NormalizeNormals" value="false" />
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<bool name="UseMipMaps" value="true" />
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<int name="AntiAliasing" value="1" />
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<int name="ColorMask" value="15" />
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<int name="ColorMaterial" value="1" />
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<int name="BlendOperation" value="0" />
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<float name="BlendFactor" value="0.000000" />
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<int name="PolygonOffsetFactor" value="0" />
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<enum name="PolygonOffsetDirection" value="" />
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<float name="PolygonOffsetDepthBias" value="0.000000" />
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<float name="PolygonOffsetSlopeScale" value="0.000000" />
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<int name="ZWriteFineControl" value="0" />
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<bool name="BilinearFilter1" value="true" />
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<bool name="BilinearFilter2" value="true" />
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<bool name="BilinearFilter3" value="true" />
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<bool name="BilinearFilter4" value="true" />
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<bool name="BilinearFilter5" value="true" />
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<bool name="BilinearFilter6" value="true" />
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<bool name="BilinearFilter7" value="true" />
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<bool name="BilinearFilter8" value="true" />
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<bool name="TrilinearFilter1" value="false" />
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<bool name="TrilinearFilter2" value="false" />
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<bool name="TrilinearFilter3" value="false" />
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<bool name="TrilinearFilter4" value="false" />
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<bool name="TrilinearFilter5" value="false" />
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<bool name="TrilinearFilter6" value="false" />
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<bool name="TrilinearFilter7" value="false" />
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<bool name="TrilinearFilter8" value="false" />
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<int name="AnisotropicFilter1" value="0" />
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<int name="AnisotropicFilter2" value="0" />
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<int name="AnisotropicFilter3" value="0" />
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<int name="AnisotropicFilter4" value="0" />
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<int name="AnisotropicFilter5" value="0" />
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<int name="AnisotropicFilter6" value="0" />
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<int name="AnisotropicFilter7" value="0" />
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<int name="AnisotropicFilter8" value="0" />
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<enum name="TextureWrapU1" value="texture_clamp_repeat" />
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<enum name="TextureWrapU2" value="texture_clamp_repeat" />
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<enum name="TextureWrapU3" value="texture_clamp_repeat" />
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<enum name="TextureWrapU4" value="texture_clamp_repeat" />
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<enum name="TextureWrapU5" value="texture_clamp_repeat" />
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<enum name="TextureWrapU6" value="texture_clamp_repeat" />
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<enum name="TextureWrapU7" value="texture_clamp_repeat" />
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<enum name="TextureWrapU8" value="texture_clamp_repeat" />
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<enum name="TextureWrapV1" value="texture_clamp_repeat" />
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<enum name="TextureWrapV2" value="texture_clamp_repeat" />
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<enum name="TextureWrapV3" value="texture_clamp_repeat" />
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<enum name="TextureWrapV4" value="texture_clamp_repeat" />
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<enum name="TextureWrapV5" value="texture_clamp_repeat" />
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<enum name="TextureWrapV6" value="texture_clamp_repeat" />
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<enum name="TextureWrapV7" value="texture_clamp_repeat" />
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<enum name="TextureWrapV8" value="texture_clamp_repeat" />
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<enum name="TextureWrapW1" value="texture_clamp_repeat" />
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<enum name="TextureWrapW2" value="texture_clamp_repeat" />
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<enum name="TextureWrapW3" value="texture_clamp_repeat" />
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<enum name="TextureWrapW4" value="texture_clamp_repeat" />
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<enum name="TextureWrapW5" value="texture_clamp_repeat" />
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<enum name="TextureWrapW6" value="texture_clamp_repeat" />
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<enum name="TextureWrapW7" value="texture_clamp_repeat" />
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<enum name="TextureWrapW8" value="texture_clamp_repeat" />
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<int name="LODBias1" value="0" />
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<int name="LODBias2" value="0" />
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<int name="LODBias3" value="0" />
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<int name="LODBias4" value="0" />
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<int name="LODBias5" value="0" />
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<int name="LODBias6" value="0" />
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<int name="LODBias7" value="0" />
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<int name="LODBias8" value="0" />
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</attributes>
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</materials>
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</node>
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</irr_scene>
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