material Orxonox/Red { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture bar2c.png } } } } material Orxonox/Yellow { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture bar2b.png } } } } material Orxonox/Green { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture bar2a.png } } } } material Orxonox/White { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture bar2.png } } } } material Orxonox/Black { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture OrxonoxBlack.png } } } } material Orxonox/BarBackground { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture bar1.png 2d 0 // no mipmapping } } } } material Orxonox/HealthBarBackground { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture healthbar_bg.png 2d 0 // no mipmapping } } } } material Orxonox/BarIconBoost { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture bar_icon_boost.png 2d 0 // no mipmapping } } } } material Orxonox/BarIconShield { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture bar_icon_shield.png 2d 0 // no mipmapping } } } } material Orxonox/BarIconSpeed { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture bar_icon_speed.png 2d 0 // no mipmapping } } } } material Orxonox/BarIconCharge { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture bar_icon_charge.png 2d 0 // no mipmapping } } } } material Orxonox/BarIconHealth { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture bar_icon_health.png 2d 0 // no mipmapping } } } } material Orxonox/BarIconFuel { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture bar_icon_fuel.png 2d 0 // no mipmapping } } } } material Orxonox/WeaponSystemBackground { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WeaponSystem.png 2d 0 // no mipmapping } } } } material Orxonox/Radar { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture radar.png } } } } material Orxonox/Radar3D { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture radar3D_2_0.png } } } } material Orxonox/Radar3DFront { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture radar3D_2_1.png } } } } material Orxonox/Radar3DBack { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture radar3D_2_2.png } } } } material Orxonox/RadarSquare { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture RadarSquare.png } } } } material Orxonox/RadarMarker { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture radar3D_2_1.png } } } } material Orxonox/WhiteDot { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture OrxonoxWhite.png } } } } material Orxonox/GreenDot { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture OrxonoxWhite.png colour_op_ex modulate src_manual src_current 0 1 0 } } } } material Orxonox/NavArrows { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture arrows.png } } } } material Orxonox/NavTDC { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture tdc.png } } } } material Orxonox/NavCrosshair { technique { pass { lighting off scene_blend add depth_check off texture_unit { texture crosshair2.png } } } } material Orxonox/Crosshair { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture crosshair.png } } } } material Orxonox/Crosshair3 { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture crosshair3.png 2d 0 //do not make any mipmaps } } } } material Orxonox/CenterOverlay { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture centeroverlay.png 2d 0 // no mipmapping } } } } material Orxonox/DirectionArrows1 { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture directionarrows1.png 2d 0 // no mipmapping } } } } material Orxonox/DirectionArrows2 { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture directionarrows2.png 2d 0 // no mipmapping } } } } material Orxonox/DirectionArrows3 { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture directionarrows3.png 2d 0 // no mipmapping } } } } material Orxonox/DirectionArrows4 { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture directionarrows4.png 2d 0 // no mipmapping } } } } material Orxonox/DamageOverlayTop { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture damageoverlaytop.png 2d 0 // no mipmapping } } } } material Orxonox/DamageOverlayRight { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture damageoverlayright.png 2d 0 // no mipmapping } } } } material Orxonox/DamageOverlayBottom { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture damageoverlaybottom.png 2d 0 // no mipmapping } } } } material Orxonox/DamageOverlayLeft { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture damageoverlayleft.png 2d 0 // no mipmapping } } } } material Orxonox/LightOn { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture LightOn.png 2d 0 // no mipmapping } } } } material Orxonox/LightOff { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture LightOff.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_Weapon { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_Weapon.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_Ready { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_Ready.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_Reloading { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_Reloading.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_Empty { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_Empty.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_MunitionShare { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_MunitionShare.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_MunitionSeparate { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_MunitionSeparate.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_MunitionStack { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_MunitionStack.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_Replenish { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_Replenish.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_WM_Unknown { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_WM_Unknown.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_WM_HsW01 { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_WM_HsW01.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_WM_LightningGun { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_WM_LightningGun.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_WM_FlameGun { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_WM_FlameGun.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_WM_SplitGun { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_WM_SplitGun.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_WM_MineGun { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_WM_MineGun.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_WM_SimpleRocketFire { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_WM_SimpleRocketFire.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_WM_RocketFire { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_WM_RocketFire.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_WM_IceGun { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_WM_IceGun.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_WM_GravityBombFire { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_WM_GravityBombFire.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_WM_FusionFire { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_WM_FusionFire.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_WM_LaserFire { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_WM_LaserFire.png 2d 0 // no mipmapping } } } } material Orxonox/WSHUD_WM_EnergyDrink { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture WSHUD_WM_EnergyDrink.png 2d 0 // no mipmapping } } } } material Orxonox/DialogueHUD_Person { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture DialogueHUD_Person.png 2d 0 // no mipmapping } } } } material Orxonox/DialogueHUD_Person2 { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture DialogueHUD_Person2.png 2d 0 // no mipmapping } } } }