stk-code_catmod/lib/irrlicht/tests/media/scene.irr
hikerstk 974deca5e1 Added our own irrlicht version - not used atm.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-11-01 02:00:02 +00:00

429 lines
38 KiB
XML
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<?xml version="1.0"?>
<irr_scene>
<attributes>
<string name="Name" value="" />
<int name="Id" value="-1" />
<colorf name="AmbientLight" value="0.000000, 0.000000, 0.000000, 0.000000" />
<enum name="FogType" value="FogLinear" />
<colorf name="FogColor" value="1.000000, 1.000000, 1.000000, 0.000000" />
<float name="FogStart" value="50.000000" />
<float name="FogEnd" value="100.000000" />
<float name="FogDensity" value="0.010000" />
<bool name="FogPixel" value="false" />
<bool name="FogRange" value="false" />
</attributes>
<node type="animatedMesh">
<attributes>
<string name="Name" value="" />
<int name="Id" value="-1" />
<vector3d name="Position" value="-3.000000, -3.000000, 10.000000" />
<vector3d name="Rotation" value="0.000000, 0.000000, 0.000000" />
<vector3d name="Scale" value="1.000000, 1.000000, 1.000000" />
<bool name="Visible" value="true" />
<int name="AutomaticCulling" value="1" />
<int name="DebugDataVisible" value="32" />
<bool name="IsDebugObject" value="false" />
<string name="Mesh" value="../../media/ninja.b3d" />
<bool name="Looping" value="true" />
<bool name="ReadOnlyMaterials" value="false" />
<float name="FramesPerSecond" value="0.000000" />
<int name="StartFrame" value="0" />
<int name="EndFrame" value="298" />
</attributes>
<materials>
<attributes>
<enum name="Type" value="solid" />
<color name="Ambient" value="ffcccccc" />
<color name="Diffuse" value="ffcccccc" />
<color name="Emissive" value="00000000" />
<color name="Specular" value="ffffffff" />
<float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" />
<texture name="Texture1" value="../../media/nskinbl.jpg" />
<texture name="Texture2" value="" />
<texture name="Texture3" value="" />
<texture name="Texture4" value="" />
<bool name="Wireframe" value="false" />
<bool name="GouraudShading" value="true" />
<bool name="Lighting" value="false" />
<bool name="ZWriteEnable" value="true" />
<int name="ZBuffer" value="1" />
<bool name="BackfaceCulling" value="true" />
<bool name="FrontfaceCulling" value="false" />
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<bool name="NormalizeNormals" value="false" />
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<int name="AntiAliasing" value="1" />
<int name="ColorMask" value="15" />
<int name="ColorMaterial" value="0" />
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<enum name="PolygonOffsetDirection" value="" />
<bool name="BilinearFilter1" value="true" />
<bool name="BilinearFilter2" value="true" />
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<bool name="TrilinearFilter3" value="false" />
<bool name="TrilinearFilter4" value="false" />
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<int name="AnisotropicFilter2" value="0" />
<int name="AnisotropicFilter3" value="0" />
<int name="AnisotropicFilter4" value="0" />
<enum name="TextureWrapU1" value="texture_clamp_repeat" />
<enum name="TextureWrapU2" value="texture_clamp_repeat" />
<enum name="TextureWrapU3" value="texture_clamp_repeat" />
<enum name="TextureWrapU4" value="texture_clamp_repeat" />
<enum name="TextureWrapV1" value="texture_clamp_repeat" />
<enum name="TextureWrapV2" value="texture_clamp_repeat" />
<enum name="TextureWrapV3" value="texture_clamp_repeat" />
<enum name="TextureWrapV4" value="texture_clamp_repeat" />
<int name="LODBias1" value="0" />
<int name="LODBias2" value="0" />
<int name="LODBias3" value="0" />
<int name="LODBias4" value="0" />
</attributes>
<attributes>
<enum name="Type" value="solid" />
<color name="Ambient" value="ffcccccc" />
<color name="Diffuse" value="ffcccccc" />
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<color name="Specular" value="ffffffff" />
<float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" />
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<texture name="Texture1" value="../../media/nskinbl.jpg" />
<texture name="Texture2" value="" />
<texture name="Texture3" value="" />
<texture name="Texture4" value="" />
<bool name="Wireframe" value="false" />
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<bool name="ZWriteEnable" value="true" />
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<bool name="NormalizeNormals" value="false" />
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<int name="AntiAliasing" value="1" />
<int name="ColorMask" value="15" />
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<int name="PolygonOffsetFactor" value="0" />
<enum name="PolygonOffsetDirection" value="" />
<bool name="BilinearFilter1" value="true" />
<bool name="BilinearFilter2" value="true" />
<bool name="BilinearFilter3" value="true" />
<bool name="BilinearFilter4" value="true" />
<bool name="TrilinearFilter1" value="false" />
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<enum name="TextureWrapU1" value="texture_clamp_repeat" />
<enum name="TextureWrapU2" value="texture_clamp_repeat" />
<enum name="TextureWrapU3" value="texture_clamp_repeat" />
<enum name="TextureWrapU4" value="texture_clamp_repeat" />
<enum name="TextureWrapV1" value="texture_clamp_repeat" />
<enum name="TextureWrapV2" value="texture_clamp_repeat" />
<enum name="TextureWrapV3" value="texture_clamp_repeat" />
<enum name="TextureWrapV4" value="texture_clamp_repeat" />
<int name="LODBias1" value="0" />
<int name="LODBias2" value="0" />
<int name="LODBias3" value="0" />
<int name="LODBias4" value="0" />
</attributes>
</materials>
</node>
<node type="animatedMesh">
<attributes>
<string name="Name" value="" />
<int name="Id" value="-1" />
<vector3d name="Position" value="33.000000, -93.000000, 120.000000" />
<vector3d name="Rotation" value="0.000000, 0.000000, 0.000000" />
<vector3d name="Scale" value="1.000000, 1.000000, 1.000000" />
<bool name="Visible" value="true" />
<int name="AutomaticCulling" value="1" />
<int name="DebugDataVisible" value="0" />
<bool name="IsDebugObject" value="false" />
<string name="Mesh" value="../../media/dwarf.x" />
<bool name="Looping" value="true" />
<bool name="ReadOnlyMaterials" value="false" />
<float name="FramesPerSecond" value="0.010000" />
<int name="StartFrame" value="0" />
<int name="EndFrame" value="54" />
</attributes>
<materials>
<attributes>
<enum name="Type" value="solid" />
<color name="Ambient" value="ffffffff" />
<color name="Diffuse" value="ffcccccc" />
<color name="Emissive" value="ff5d5d5d" />
<color name="Specular" value="ff000000" />
<float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" />
<texture name="Texture1" value="../../media/axe.jpg" />
<texture name="Texture2" value="" />
<texture name="Texture3" value="" />
<texture name="Texture4" value="" />
<bool name="Wireframe" value="false" />
<bool name="GouraudShading" value="true" />
<bool name="Lighting" value="false" />
<bool name="ZWriteEnable" value="true" />
<int name="ZBuffer" value="1" />
<bool name="BackfaceCulling" value="true" />
<bool name="FrontfaceCulling" value="false" />
<bool name="FogEnable" value="false" />
<bool name="NormalizeNormals" value="false" />
<bool name="UseMipMaps" value="true" />
<int name="AntiAliasing" value="1" />
<int name="ColorMask" value="15" />
<int name="ColorMaterial" value="1" />
<int name="PolygonOffsetFactor" value="0" />
<enum name="PolygonOffsetDirection" value="" />
<bool name="BilinearFilter1" value="true" />
<bool name="BilinearFilter2" value="true" />
<bool name="BilinearFilter3" value="true" />
<bool name="BilinearFilter4" value="true" />
<bool name="TrilinearFilter1" value="false" />
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<bool name="TrilinearFilter3" value="false" />
<bool name="TrilinearFilter4" value="false" />
<int name="AnisotropicFilter1" value="0" />
<int name="AnisotropicFilter2" value="0" />
<int name="AnisotropicFilter3" value="0" />
<int name="AnisotropicFilter4" value="0" />
<enum name="TextureWrapU1" value="texture_clamp_repeat" />
<enum name="TextureWrapU2" value="texture_clamp_repeat" />
<enum name="TextureWrapU3" value="texture_clamp_repeat" />
<enum name="TextureWrapU4" value="texture_clamp_repeat" />
<enum name="TextureWrapV1" value="texture_clamp_repeat" />
<enum name="TextureWrapV2" value="texture_clamp_repeat" />
<enum name="TextureWrapV3" value="texture_clamp_repeat" />
<enum name="TextureWrapV4" value="texture_clamp_repeat" />
<int name="LODBias1" value="0" />
<int name="LODBias2" value="0" />
<int name="LODBias3" value="0" />
<int name="LODBias4" value="0" />
</attributes>
<attributes>
<enum name="Type" value="solid" />
<color name="Ambient" value="ffffffff" />
<color name="Diffuse" value="ffcccccc" />
<color name="Emissive" value="ff4e4e4e" />
<color name="Specular" value="ff000000" />
<float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" />
<texture name="Texture1" value="../../media/dwarf.jpg" />
<texture name="Texture2" value="" />
<texture name="Texture3" value="" />
<texture name="Texture4" value="" />
<bool name="Wireframe" value="false" />
<bool name="GouraudShading" value="true" />
<bool name="Lighting" value="false" />
<bool name="ZWriteEnable" value="true" />
<int name="ZBuffer" value="1" />
<bool name="BackfaceCulling" value="true" />
<bool name="FrontfaceCulling" value="false" />
<bool name="FogEnable" value="false" />
<bool name="NormalizeNormals" value="false" />
<bool name="UseMipMaps" value="true" />
<int name="AntiAliasing" value="1" />
<int name="ColorMask" value="15" />
<int name="ColorMaterial" value="1" />
<int name="PolygonOffsetFactor" value="0" />
<enum name="PolygonOffsetDirection" value="" />
<bool name="BilinearFilter1" value="true" />
<bool name="BilinearFilter2" value="true" />
<bool name="BilinearFilter3" value="true" />
<bool name="BilinearFilter4" value="true" />
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<int name="AnisotropicFilter2" value="0" />
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<enum name="TextureWrapU1" value="texture_clamp_repeat" />
<enum name="TextureWrapU2" value="texture_clamp_repeat" />
<enum name="TextureWrapU3" value="texture_clamp_repeat" />
<enum name="TextureWrapU4" value="texture_clamp_repeat" />
<enum name="TextureWrapV1" value="texture_clamp_repeat" />
<enum name="TextureWrapV2" value="texture_clamp_repeat" />
<enum name="TextureWrapV3" value="texture_clamp_repeat" />
<enum name="TextureWrapV4" value="texture_clamp_repeat" />
<int name="LODBias1" value="0" />
<int name="LODBias2" value="0" />
<int name="LODBias3" value="0" />
<int name="LODBias4" value="0" />
</attributes>
</materials>
<node type="animatedMesh">
<attributes>
<string name="Name" value="" />
<int name="Id" value="-1" />
<vector3d name="Position" value="-88.000000, -300.000000, 150.000000" />
<vector3d name="Rotation" value="0.000000, 0.000000, 0.000000" />
<vector3d name="Scale" value="1.000000, 1.000000, 1.000000" />
<bool name="Visible" value="true" />
<int name="AutomaticCulling" value="1" />
<int name="DebugDataVisible" value="0" />
<bool name="IsDebugObject" value="false" />
<string name="Mesh" value="../../media/dwarf.x" />
<bool name="Looping" value="true" />
<bool name="ReadOnlyMaterials" value="false" />
<float name="FramesPerSecond" value="0.000000" />
<int name="StartFrame" value="0" />
<int name="EndFrame" value="54" />
</attributes>
<materials>
<attributes>
<enum name="Type" value="solid" />
<color name="Ambient" value="ffffffff" />
<color name="Diffuse" value="ffcccccc" />
<color name="Emissive" value="ff5d5d5d" />
<color name="Specular" value="ff000000" />
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<texture name="Texture1" value="../../media/axe.jpg" />
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<enum name="TextureWrapU1" value="texture_clamp_repeat" />
<enum name="TextureWrapU2" value="texture_clamp_repeat" />
<enum name="TextureWrapU3" value="texture_clamp_repeat" />
<enum name="TextureWrapU4" value="texture_clamp_repeat" />
<enum name="TextureWrapV1" value="texture_clamp_repeat" />
<enum name="TextureWrapV2" value="texture_clamp_repeat" />
<enum name="TextureWrapV3" value="texture_clamp_repeat" />
<enum name="TextureWrapV4" value="texture_clamp_repeat" />
<int name="LODBias1" value="0" />
<int name="LODBias2" value="0" />
<int name="LODBias3" value="0" />
<int name="LODBias4" value="0" />
</attributes>
<attributes>
<enum name="Type" value="solid" />
<color name="Ambient" value="ffffffff" />
<color name="Diffuse" value="ffcccccc" />
<color name="Emissive" value="ff4e4e4e" />
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<float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" />
<texture name="Texture1" value="../../media/dwarf.jpg" />
<texture name="Texture2" value="" />
<texture name="Texture3" value="" />
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<bool name="Lighting" value="false" />
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<bool name="BackfaceCulling" value="true" />
<bool name="FrontfaceCulling" value="false" />
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<bool name="NormalizeNormals" value="false" />
<bool name="UseMipMaps" value="true" />
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<int name="ColorMask" value="15" />
<int name="ColorMaterial" value="1" />
<int name="PolygonOffsetFactor" value="0" />
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<bool name="BilinearFilter1" value="true" />
<bool name="BilinearFilter2" value="true" />
<bool name="BilinearFilter3" value="true" />
<bool name="BilinearFilter4" value="true" />
<bool name="TrilinearFilter1" value="false" />
<bool name="TrilinearFilter2" value="false" />
<bool name="TrilinearFilter3" value="false" />
<bool name="TrilinearFilter4" value="false" />
<int name="AnisotropicFilter1" value="0" />
<int name="AnisotropicFilter2" value="0" />
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<enum name="TextureWrapU1" value="texture_clamp_repeat" />
<enum name="TextureWrapU2" value="texture_clamp_repeat" />
<enum name="TextureWrapU3" value="texture_clamp_repeat" />
<enum name="TextureWrapU4" value="texture_clamp_repeat" />
<enum name="TextureWrapV1" value="texture_clamp_repeat" />
<enum name="TextureWrapV2" value="texture_clamp_repeat" />
<enum name="TextureWrapV3" value="texture_clamp_repeat" />
<enum name="TextureWrapV4" value="texture_clamp_repeat" />
<int name="LODBias1" value="0" />
<int name="LODBias2" value="0" />
<int name="LODBias3" value="0" />
<int name="LODBias4" value="0" />
</attributes>
</materials>
</node>
</node>
<node type="camera">
<attributes>
<string name="Name" value="" />
<int name="Id" value="-1" />
<vector3d name="Position" value="0.000000, 0.000000, 0.000000" />
<vector3d name="Rotation" value="0.000000, 0.000000, 0.000000" />
<vector3d name="Scale" value="1.000000, 1.000000, 1.000000" />
<bool name="Visible" value="true" />
<int name="AutomaticCulling" value="1" />
<int name="DebugDataVisible" value="0" />
<bool name="IsDebugObject" value="false" />
<bool name="IsOrthogonal" value="false" />
<vector3d name="Target" value="0.000000, 0.000000, 100.000000" />
<vector3d name="UpVector" value="0.000000, 1.000000, 0.000000" />
<float name="Fovy" value="1.256637" />
<float name="Aspect" value="1.333333" />
<float name="ZNear" value="1.000000" />
<float name="ZFar" value="3000.000000" />
<bool name="Binding" value="false" />
<bool name="ReceiveInput" value="true" />
</attributes>
</node>
</irr_scene>