material Orxonox/Shot { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture shot.tga } } } } material Orxonox/Red { technique { pass { lighting off depth_check off scene_blend colour_blend ambient 0 0 0 0.5 texture_unit { texture OrxonoxRED.tga } } } } material Orxonox/Yellow { technique { pass { lighting off depth_check off scene_blend colour_blend ambient 0 0 0 0.5 texture_unit { texture OrxonoxYELLOW.tga } } } } material Orxonox/Green { technique { pass { lighting off depth_check off scene_blend colour_blend ambient 0 0 0 0.5 texture_unit { texture OrxonoxGREEN.tga } } } } material Orxonox/Black { technique { pass { lighting off depth_check off scene_blend colour_blend ambient 0 0 0 0.5 texture_unit { texture OrxonoxBlack.tga } } } } material Orxonox/BackGround { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture backGround.tga } } } } material Orxonox/EnergyBackground { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture EnergyBackground.tga } } } } material Orxonox/Clock { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture clock.tga } } } } material Orxonox/Gun { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture gun.tga } } } } material Orxonox/Man { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture man.tga } } } } material Orxonox/MapBackGround { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture MapBackGround.tga } } } } material Orxonox/MyShip { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture MyShip.tga } } } } material Orxonox/RacketBackground { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture RacketBackground.tga } } } } material Orxonox/TargetBackground { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture TargetBackground.tga } } } } material Orxonox/PrimarBackground { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture PrimarBackground.tga } } } } material Orxonox/PrimarSample { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture PrimarSample.tga } } } } material Orxonox/PrimarChoice { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture PrimarChoice.tga } } } } material Orxonox/RedPoint { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture RedPoint.tga } } } } material Orxonox/EnergyDistrBackground { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture EnergyDistrBackground.tga } } } } material Orxonox/shieldLeftTop { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture ShieldLeftTop.tga } } } } material Orxonox/shieldRightTop { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture ShieldRightTop.tga } } } } material Orxonox/shieldLeftBottom { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture ShieldLeftBottom.tga } } } } material Orxonox/shieldRightBottom { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture ShieldRightBottom.tga } } } } material Orxonox/TimeBackground { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture TimeBackground.tga } } } } material Orxonox/Crosshair { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture crosshair.tga } } } }