Added better objects from OgreBullet demo.
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								media/ogre-bullet-sample-media/materials/Base.material
									
									
									
									
									
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|  | ||||
| material Bullet/Cone | ||||
| { | ||||
| //    receive_shadows off | ||||
| 	technique | ||||
| 	{ | ||||
| 		pass | ||||
| 		{ | ||||
| 			ambient 1 1 1 1 | ||||
| 			diffuse 1 1 1 1 | ||||
| 			specular 1 1 1 1 10 | ||||
|  | ||||
| 			texture_unit | ||||
| 			{ | ||||
| 				texture cone.png | ||||
| 				tex_address_mode clamp | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | ||||
| material Bullet/Capsule | ||||
| { | ||||
|     receive_shadows off | ||||
| 	technique | ||||
| 	{ | ||||
| 		pass | ||||
| 		{ | ||||
| 			ambient 1 1 1 1 | ||||
| 			diffuse 1 1 1 1 | ||||
| 			specular 1 1 1 1 10 | ||||
|  | ||||
| 			texture_unit | ||||
| 			{ | ||||
| 				texture capsule.png | ||||
| 				tex_address_mode clamp | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | ||||
| material Bullet/Ball | ||||
| { | ||||
|     receive_shadows off | ||||
| 	technique | ||||
| 	{ | ||||
| 		pass | ||||
| 		{ | ||||
| 			ambient 1 1 1 1 | ||||
| 			diffuse 1 1 1 1 | ||||
| 			specular 1 1 1 1 10 | ||||
|  | ||||
| 			texture_unit | ||||
| 			{ | ||||
| 				texture ball.png | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | ||||
| // Any number of lights, diffuse and specular | ||||
| material Examples/BumpMapping/MultiLightSpecularTemplate | ||||
| { | ||||
|  | ||||
| 	// This is the preferred technique which uses both vertex and | ||||
| 	// fragment programs, supports coloured lights | ||||
| 	technique | ||||
| 	{ | ||||
| 		// Base ambient pass | ||||
| 		pass | ||||
| 		{ | ||||
| 			// base colours, not needed for rendering, but as information | ||||
| 			// to lighting pass categorisation routine | ||||
| 			ambient 1 1 1 | ||||
| 			diffuse 0 0 0  | ||||
| 			specular 0 0 0 0 | ||||
| 			// Really basic vertex program | ||||
| 			// NB we don't use fixed function here because GL does not like | ||||
| 			// mixing fixed function and vertex programs, depth fighting can | ||||
| 			// be an issue | ||||
| 			vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture | ||||
| 			{ | ||||
| 				param_named_auto worldViewProj worldviewproj_matrix | ||||
| 				param_named_auto ambient ambient_light_colour | ||||
| 			} | ||||
| 			 | ||||
| 		} | ||||
| 		// Now do the lighting pass | ||||
| 		// NB we don't do decal texture here because this is repeated per light | ||||
| 		pass | ||||
| 		{ | ||||
| 			// base colours, not needed for rendering, but as information | ||||
| 			// to lighting pass categorisation routine | ||||
| 			ambient 0 0 0  | ||||
| 			// do this for each light | ||||
| 			iteration once_per_light | ||||
|  | ||||
| 		 | ||||
| 			scene_blend add | ||||
|  | ||||
| 			// Vertex program reference | ||||
| 			vertex_program_ref Examples/BumpMapVPSpecular | ||||
| 			{ | ||||
| 				param_named_auto lightPosition light_position_object_space 0 | ||||
| 				param_named_auto eyePosition camera_position_object_space | ||||
| 				param_named_auto worldViewProj worldviewproj_matrix | ||||
| 			} | ||||
|  | ||||
| 			// Fragment program | ||||
| 			fragment_program_ref Examples/BumpMapFPSpecular | ||||
| 			{ | ||||
| 				param_named_auto lightDiffuse light_diffuse_colour 0  | ||||
| 				param_named_auto lightSpecular light_specular_colour 0 | ||||
| 			} | ||||
| 			 | ||||
| 			// Base bump map | ||||
| 			texture_unit normalMap | ||||
| 			{ | ||||
| 				colour_op replace | ||||
| 			} | ||||
| 			// Normalisation cube map | ||||
| 			texture_unit  | ||||
| 			{ | ||||
| 				cubic_texture nm.png combinedUVW | ||||
| 				tex_coord_set 1 | ||||
| 				tex_address_mode clamp | ||||
| 			} | ||||
| 			// Normalisation cube map #2 | ||||
| 			texture_unit | ||||
| 			{ | ||||
| 				cubic_texture nm.png combinedUVW | ||||
| 				tex_coord_set 2 | ||||
| 				tex_address_mode clamp | ||||
| 			} | ||||
| 		} | ||||
| 		 | ||||
| 		// Decal pass | ||||
| 		pass | ||||
| 		{ | ||||
| 			lighting off | ||||
| 			// Really basic vertex program | ||||
| 			// NB we don't use fixed function here because GL does not like | ||||
| 			// mixing fixed function and vertex programs, depth fighting can | ||||
| 			// be an issue | ||||
| 			vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture | ||||
| 			{ | ||||
| 				param_named_auto worldViewProj worldviewproj_matrix | ||||
| 				param_named ambient float4 1 1 1 1 | ||||
| 			} | ||||
| 			scene_blend dest_colour zero | ||||
| 			texture_unit diffuseMap | ||||
| 			{ | ||||
| 			} | ||||
| 			 | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	// This is the fallback which cards which don't have fragment program  | ||||
| 	// support will use, NB does not support specular colour | ||||
| 	// Note that it still requires vertex program support | ||||
| 	technique | ||||
| 	{ | ||||
| 		// Base ambient pass | ||||
| 		pass | ||||
| 		{ | ||||
| 			// base colours, not needed for rendering, but as information | ||||
| 			// to lighting pass categorisation routine | ||||
| 			ambient 1 1 1 | ||||
| 			diffuse 0 0 0  | ||||
| 			specular 0 0 0 0 | ||||
| 			// Really basic vertex program | ||||
| 			// NB we don't use fixed function here because GL does not like | ||||
| 			// mixing fixed function and vertex programs, depth fighting can | ||||
| 			// be an issue | ||||
| 			vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture | ||||
| 			{ | ||||
| 				param_named_auto worldViewProj worldviewproj_matrix | ||||
| 				param_named_auto ambient ambient_light_colour | ||||
| 			} | ||||
| 			 | ||||
| 		} | ||||
| 		// Now do the lighting pass | ||||
| 		// NB we don't do decal texture here because this is repeated per light | ||||
| 		pass | ||||
| 		{ | ||||
| 			// base colours, not needed for rendering, but as information | ||||
| 			// to lighting pass categorisation routine | ||||
| 			ambient 0 0 0  | ||||
| 			// do this for each light | ||||
| 			iteration once_per_light | ||||
|  | ||||
| 		 | ||||
| 			scene_blend add | ||||
|  | ||||
| 			// Vertex program reference | ||||
| 			vertex_program_ref Examples/BumpMapVP | ||||
| 			{ | ||||
| 				param_named_auto lightPosition light_position_object_space 0 | ||||
| 				param_named_auto worldViewProj worldviewproj_matrix | ||||
| 			} | ||||
| 			 | ||||
| 			// Base bump map | ||||
| 			texture_unit normalMap | ||||
| 			{ | ||||
| 				colour_op replace | ||||
| 			} | ||||
| 			// Normalisation cube map, with dot product on bump map | ||||
| 			texture_unit | ||||
| 			{ | ||||
| 				cubic_texture nm.png combinedUVW | ||||
| 				tex_coord_set 1 | ||||
| 				tex_address_mode clamp | ||||
| 				colour_op_ex dotproduct src_texture src_current | ||||
| 				colour_op_multipass_fallback dest_colour zero | ||||
| 			} | ||||
| 		} | ||||
| 		 | ||||
| 		// Decal pass | ||||
| 		pass | ||||
| 		{ | ||||
| 			lighting off | ||||
| 			// Really basic vertex program | ||||
| 			// NB we don't use fixed function here because GL does not like | ||||
| 			// mixing fixed function and vertex programs, depth fighting can | ||||
| 			// be an issue | ||||
| 			vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture | ||||
| 			{ | ||||
| 				param_named_auto worldViewProj worldviewproj_matrix | ||||
| 				param_named ambient float4 1 1 1 1 | ||||
| 			} | ||||
| 			scene_blend dest_colour zero | ||||
| 			texture_unit diffuseMap | ||||
| 			{ | ||||
| 			} | ||||
| 			 | ||||
| 		} | ||||
|  | ||||
| 	} | ||||
| } | ||||
|  | ||||
| material BulletPlane : Examples/BumpMapping/MultiLightSpecularTemplate | ||||
| {   | ||||
|     //set_texture_alias normalMap tiled_floor_normalheightmap.png | ||||
|     //set_texture_alias diffuseMap tiled_floor_diffuse.png | ||||
|      | ||||
|     set_texture_alias diffuseMap MaPZone[Sewer_Plate_04_diffuse].dds | ||||
|     set_texture_alias normalMap MaPZone[Sewer_Plate_04_normal].dds | ||||
| } | ||||
|  | ||||
| material Bullet/box : Examples/BumpMapping/MultiLightSpecularTemplate | ||||
| { | ||||
|     set_texture_alias diffuseMap MaPZone[Metal_Grate_diffuse].dds | ||||
|     set_texture_alias normalMap MaPZone[Metal_Grate_normal].dds | ||||
|     //set_texture_alias normalMap crate_normalheightmap.png | ||||
|     //set_texture_alias diffuseMap crate_diffuse.png | ||||
| } | ||||
							
								
								
									
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								media/ogre-bullet-sample-media/materials/WT.material
									
									
									
									
									
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| material DT__default__ | ||||
| { | ||||
| 	technique | ||||
| 	{ | ||||
| 		pass | ||||
| 		{ | ||||
| 			lighting off | ||||
| 			diffuse vertexcolour | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
| material Material/SOLID/TEX/box.jpg/VertCol | ||||
| { | ||||
| 	technique | ||||
| 	{ | ||||
| 		pass | ||||
| 		{ | ||||
| 			diffuse vertexcolour | ||||
| 			specular 0.500000 0.500000 0.500000 12.500000 | ||||
| 			texture_unit | ||||
| 			{ | ||||
| 				texture box.jpg | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | ||||
| material 1 - Default | ||||
| { | ||||
|     technique | ||||
| 	{ | ||||
| 		pass | ||||
| 		{ | ||||
| 			diffuse vertexcolour | ||||
| 			specular 0.500000 0.500000 0.500000 12.500000 | ||||
| 			texture_unit | ||||
| 			{ | ||||
| 				texture box.jpg | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
							
								
								
									
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								media/ogre-bullet-sample-media/materials/chassis.material
									
									
									
									
									
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| material 23 - Default | ||||
| { | ||||
| 	receive_shadows off | ||||
| 	technique | ||||
| 	{ | ||||
| 		pass | ||||
| 		{ | ||||
| 			ambient 0.500000 0.500000 0.500000 1.000000 | ||||
| 			diffuse 0.470588 0.608627 0.737255 1.000000 | ||||
| 			specular 0.449020 0.449020 0.449020 1.000000 12.500000 | ||||
| 			emissive 0.000000 0.000000 0.000000 1.000000 | ||||
| 			texture_unit | ||||
| 			{ | ||||
| 				texture glass.png | ||||
| 				tex_address_mode wrap | ||||
| 				filtering trilinear | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
| material 19 - Default | ||||
| { | ||||
| 	receive_shadows off | ||||
| 	technique | ||||
| 	{ | ||||
| 		pass | ||||
| 		{ | ||||
| 			ambient 0.500000 0.500000 0.500000 1.000000 | ||||
| 			diffuse 0.470588 0.470588 0.470588 1.000000 | ||||
| 			specular 0.449020 0.449020 0.449020 1.000000 12.500000 | ||||
| 			emissive 0.000000 0.000000 0.000000 1.000000 | ||||
| 			texture_unit | ||||
| 			{ | ||||
| 				texture CB_Skin.png | ||||
| 				tex_address_mode wrap | ||||
| 				filtering trilinear | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
| material 21 - Default | ||||
| { | ||||
| 	receive_shadows off | ||||
| 	technique | ||||
| 	{ | ||||
| 		pass | ||||
| 		{ | ||||
| 			ambient 0.500000 0.500000 0.500000 1.000000 | ||||
| 			diffuse 0.470588 0.470588 0.470588 1.000000 | ||||
| 			specular 0.449020 0.449020 0.449020 1.000000 12.500000 | ||||
| 			emissive 0.000000 0.000000 0.000000 1.000000 | ||||
| 			texture_unit | ||||
| 			{ | ||||
| 				texture Pulley.png | ||||
| 				tex_address_mode wrap | ||||
| 				filtering trilinear | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
| material 14 - Default | ||||
| { | ||||
| 	receive_shadows off | ||||
| 	technique | ||||
| 	{ | ||||
| 		pass | ||||
| 		{ | ||||
| 			ambient 0.500000 0.500000 0.500000 1.000000 | ||||
| 			diffuse 0.470588 0.470588 0.800000 1.000000 | ||||
| 			specular 0.449020 0.449020 0.449020 1.000000 12.500000 | ||||
| 			emissive 0.000000 0.000000 0.000000 1.000000 | ||||
| 			texture_unit | ||||
| 			{ | ||||
| 				texture BugSPIN.png | ||||
| 				tex_address_mode wrap | ||||
| 				filtering trilinear | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
| material 22 - Default | ||||
| { | ||||
| 	receive_shadows off | ||||
| 	technique | ||||
| 	{ | ||||
| 		pass | ||||
| 		{ | ||||
| 			ambient 0.500000 0.500000 0.500000 1.000000 | ||||
| 			diffuse 0.470588 0.470588 0.470588 1.000000 | ||||
| 			specular 0.449020 0.449020 0.449020 1.000000 12.500000 | ||||
| 			emissive 0.000000 0.000000 0.000000 1.000000 | ||||
| 			texture_unit | ||||
| 			{ | ||||
| 				texture Bug_Eng.png | ||||
| 				tex_address_mode wrap | ||||
| 				filtering trilinear | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
| material PAN | ||||
| { | ||||
| 	receive_shadows off | ||||
| 	technique | ||||
| 	{ | ||||
| 		pass | ||||
| 		{ | ||||
| 			ambient 0.500000 0.500000 0.500000 1.000000 | ||||
| 			diffuse 0.800000 0.470588 0.470588 1.000000 | ||||
| 			specular 0.449020 0.449020 0.449020 1.000000 12.500000 | ||||
| 			emissive 0.000000 0.000000 0.000000 1.000000 | ||||
| 			texture_unit | ||||
| 			{ | ||||
| 				texture BUGSPIN.png | ||||
| 				tex_address_mode wrap | ||||
| 				filtering trilinear | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
							
								
								
									
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							| @@ -0,0 +1,16 @@ | ||||
| material OgreBulletDemos/TargetSights | ||||
| { | ||||
| //    receive_shadows off | ||||
|     technique | ||||
|     { | ||||
|         pass | ||||
|         { | ||||
|           lighting off | ||||
|           scene_blend alpha_blend | ||||
|             texture_unit | ||||
|             { | ||||
|                texture target.png | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| } | ||||
							
								
								
									
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							| @@ -0,0 +1,20 @@ | ||||
| material Wheel | ||||
| { | ||||
| 	receive_shadows off | ||||
| 	technique | ||||
| 	{ | ||||
| 		pass | ||||
| 		{ | ||||
| 			ambient 0.500000 0.500000 0.500000 1.000000 | ||||
| 			diffuse 0.470588 0.470588 0.470588 1.000000 | ||||
| 			specular 0.449020 0.449020 0.449020 1.000000 12.500000 | ||||
| 			emissive 0.000000 0.000000 0.000000 1.000000 | ||||
| 			texture_unit | ||||
| 			{ | ||||
| 				texture Tire_tex.png | ||||
| 				tex_address_mode wrap | ||||
| 				filtering trilinear | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
							
								
								
									
										
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