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/Radar { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture radar.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 console2.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 } } } }