Update of /cvsroot/playerstage/code/gazebo/Media/materials/scripts In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv14516/Media/materials/scripts
Added Files:
Tag: ogre
Example.material Gazebo.material Scene.material
Log Message:
Added new files
--- NEW FILE: Scene.material ---
material Material.001
{
receive_shadows on
technique
{
pass
{
ambient 0.500000 0.500000 0.500000 1.000000
diffuse 0.000000 0.000000 0.000000 1.000000
specular 0.500000 0.500000 0.500000 1.000000 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
}
}
}
material Material
{
receive_shadows on
technique
{
pass
{
ambient 0.500000 0.500000 0.500000 1.000000
diffuse 0.800000 0.610645 0.092044 1.000000
specular 0.500000 0.500000 0.500000 1.000000 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
}
}
}
--- NEW FILE: Gazebo.material ---
material Gazebo/Black
{
receive_shadows on
technique
{
pass
{
ambient 0.100000 0.100000 0.100000 1.000000
diffuse 0.100000 0.100000 0.100000 1.000000
specular 0.000000 0.000000 0.000000 1.000000 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
lighting on
}
}
}
material Gazebo/PioneerBody
{
receive_shadows on
technique
{
pass
{
texture_unit
{
texture pioneerBody.jpg
}
}
}
}
material Gazebo/CloudyNoonSkyBox
{
technique
{
pass
{
lighting off
depth_write off
texture_unit
{
cubic_texture cloudy_noon.jpg separateUV
tex_address_mode clamp
}
}
}
}
material Gazebo/StormySkyBox
{
technique
{
pass
{
lighting off
depth_write off
texture_unit
{
cubic_texture stormy.jpg separateUV
tex_address_mode clamp
}
}
}
}
fragment_program Gazebo/MorningSkyBoxHDRfp cg
{
source hdr.cg
entry_point morningskybox_fp
profiles ps_2_0 arbfp1
}
material Gazebo/MorningSkyBox
{
technique
{
pass
{
lighting off
depth_write off
texture_unit
{
cubic_texture morning.jpg separateUV
tex_address_mode clamp
}
}
}
// HDR technique (fake)
technique
{
scheme HDR
pass
{
lighting off
depth_write off
vertex_program_ref
Ogre/BasicVertexPrograms/AmbientOneTexture
{
param_named_auto worldViewProj
worldviewproj_matrix
param_named ambient float4 1 1 1 1
}
fragment_program_ref Gazebo/MorningSkyBoxHDRfp
{
}
texture_unit
{
cubic_texture morning.jpg separateUV
tex_address_mode clamp
}
}
}
}
material Gazebo/EveningSkyBox
{
technique
{
pass
{
lighting off
depth_write off
texture_unit
{
cubic_texture evening.jpg separateUV
tex_address_mode clamp
}
}
}
}
material Gazebo/CloudySky
{
technique
{
pass
{
lighting off
depth_write off
texture_unit
{
texture clouds.jpg
scroll_anim 0.15 0
}
}
}
}
material Gazebo/RustySteel
{
technique
{
pass
{
texture_unit
{
texture RustySteel.jpg
}
}
}
}
material Gazebo/Chrome
{
technique
{
pass
{
texture_unit
{
texture Chrome.jpg
env_map spherical
}
}
}
}
material Gazebo/BumpyMetal
{
technique
{
pass
{
ambient 0.75 0.75 0.75
cull_hardware none
cull_software none
texture_unit
{
texture BumpyMetal.jpg
}
}
}
}
material Gazebo/Rocky
{
technique
{
pass
{
ambient 0.2 0.2 0.2
texture_unit
{
texture egyptrockyfull.jpg
}
}
}
}
material Gazebo/GrassFloor
{
technique
{
pass
{
texture_unit
{
texture grass_1024.jpg
}
}
}
}
vertex_program Gazebo/GrassWaverVp cg
{
source Grass.cg
entry_point grass_vp
profiles vs_1_1 arbvp1
}
material Gazebo/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 Gazebo/Rockwall
{
technique
{
pass
{
texture_unit
{
texture rockwall.tga
}
}
}
}
material Gazebo/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 Gazebo/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
}
}
}
}
--- NEW FILE: Example.material ---
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
[...989 lines suppressed...]
texture blue_jaiqua.jpg
tex_address_mode clamp
}
}
}
// Software blending technique
technique
{
pass
{
texture_unit
{
texture blue_jaiqua.jpg
tex_address_mode clamp
}
}
}
}
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