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/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/Robot { // Hardware skinning techniique technique { pass { /* vertex_program_ref Ogre/HardwareSkinningOneWeight { param_named_auto worldMatrix3x4Array 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 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 } } } }