ogre.rb 0.1-i386-mswin32 → 0.2-i386-mswin32
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- data/README +43 -5
- data/Rakefile +62 -163
- data/lib/application.rb +2 -1
- data/lib/application_frame_listener.rb +17 -17
- data/lib/ogre.dll +0 -0
- data/lib/ruby_ois.dll +0 -0
- data/ogre.rb +3 -0
- data/samples/Ogre.log +372 -279
- data/samples/cel_shading.rb +85 -0
- data/samples/grass.rb +1 -1
- data/samples/media/materials/programs/CelShading.cg +63 -0
- data/samples/media/materials/scripts/CelShading.material +68 -0
- data/samples/media/materials/textures/Thumbs.db +0 -0
- data/samples/media/materials/textures/cel_shading_diffuse.png +0 -0
- data/samples/media/materials/textures/cel_shading_edge.png +0 -0
- data/samples/media/materials/textures/cel_shading_specular.png +0 -0
- data/samples/ogre.cfg +1 -1
- data/samples/output +5078 -0
- data/samples/plugins.cfg +1 -1
- data/test/ogre.cfg +10 -0
- data/test/plugins.cfg +8 -0
- data/test/test_helper.rb +67 -0
- data/test/unit/Test.log +138 -0
- data/test/unit/constants_test.rb +66 -0
- data/test/unit/frame_stats_proxy_test.rb +28 -0
- data/test/unit/math_test.rb +20 -0
- data/test/unit/mesh_test.rb +15 -0
- data/test/unit/methods_test.rb +98 -0
- data/test/unit/movable_object_test.rb +19 -0
- data/test/unit/name_value_pair_list_test.rb +12 -0
- data/test/unit/overlay_element_test.rb +20 -0
- data/test/unit/render_target_test.rb +11 -0
- data/test/unit/resource_test.rb +26 -0
- data/test/unit/scene_manager_test.rb +21 -0
- metadata +45 -21
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#!/usr/bin/ruby -w
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$: << File.dirname(__FILE__) + "/.."
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require 'ogre'
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require 'application'
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include Ogre
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CUSTOM_SHININESS = 1
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CUSTOM_DIFFUSE = 2
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CUSTOM_SPECULAR = 3
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class SkyDomeListener < ApplicationFrameListener
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def initialize(root, window, camera, scene_manager)
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super(root, window, camera)
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@scene_manager = scene_manager
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@curvature = 1
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@tiling = 15
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@time_delay = 0
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end
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def frame_started(event)
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return false unless super(event)
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$rot_node.yaw(Degree.new(event.time_since_last_frame * 30))
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true
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end
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end
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class SkyDomeApplication < Ogre::Application
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def create_scene
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caps = root.get_render_system.get_capabilities
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if !caps.has_capability?(RSC_VERTEX_PROGRAM) || !caps.has_capability?(RSC_FRAGMENT_PROGRAM)
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raise "Your card does not support vertex or fragmet programs, so we cannot run this demo. Sorry"
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end
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light = scene_manager.create_light("MainLight")
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$rot_node = scene_manager.root_scene_node.create_child_scene_node
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$rot_node.create_child_scene_node(Vector3.new(20, 40, 50)).attach_object(light)
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ent = scene_manager.create_entity("head", "ogrehead.mesh")
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camera.set_position(20, 0, 100)
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camera.look_at(0,0,0)
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# eyes
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sub = ent.get_sub_entity(0)
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sub.set_material_name("CelShading")
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sub.set_custom_parameter(CUSTOM_SHININESS, Vector4.new(35.0, 0.0, 0.0, 0.0))
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sub.set_custom_parameter(CUSTOM_DIFFUSE, Vector4.new(1.0, 0.3, 0.3, 1.0))
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sub.set_custom_parameter(CUSTOM_SPECULAR, Vector4.new(1.0, 0.6, 0.6, 1.0))
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# skin
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sub = ent.get_sub_entity(1)
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sub.set_material_name("CelShading")
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sub.set_custom_parameter(CUSTOM_SHININESS, Vector4.new(10.0, 0.0, 0.0, 0.0))
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sub.set_custom_parameter(CUSTOM_DIFFUSE, Vector4.new(0.0, 0.5, 0.0, 1.0))
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sub.set_custom_parameter(CUSTOM_SPECULAR, Vector4.new(0.3, 0.5, 0.3, 1.0))
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# earring
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sub = ent.get_sub_entity(2)
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sub.set_material_name("CelShading")
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sub.set_custom_parameter(CUSTOM_SHININESS, Vector4.new(25.0, 0.0, 0.0, 0.0))
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sub.set_custom_parameter(CUSTOM_DIFFUSE, Vector4.new(1.0, 1.0, 0.0, 1.0))
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sub.set_custom_parameter(CUSTOM_SPECULAR, Vector4.new(1.0, 1.0, 0.7, 1.0))
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# teeth
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sub = ent.get_sub_entity(3)
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sub.set_material_name("CelShading")
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sub.set_custom_parameter(CUSTOM_SHININESS, Vector4.new(20.0, 0.0, 0.0, 0.0))
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sub.set_custom_parameter(CUSTOM_DIFFUSE, Vector4.new(1.0, 1.0, 0.7, 1.0))
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sub.set_custom_parameter(CUSTOM_SPECULAR, Vector4.new(1.0, 1.0, 1.0, 1.0))
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# Add entity to the root scene node
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scene_manager.root_scene_node.create_child_scene_node.attach_object(ent)
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window.get_viewport(0).set_background_colour(ColourValue.White)
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end
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def create_frame_listener
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self.frame_listener = SkyDomeListener.new(root, window, camera, scene_manager)
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end
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end
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app = SkyDomeApplication.new
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app.go
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data/samples/grass.rb
CHANGED
@@ -74,7 +74,7 @@ class GrassListener < ApplicationFrameListener
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$anim_state.add_time(event.time_since_last_frame)
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end
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if keyboard.key_down?(OIS::KC_B) && time_delay <= 0
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if keyboard.key_down?(OIS::KC_B) && @time_delay <= 0
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@time_delay = 1
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@show_bbs = !@show_bbs
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@scene_manager.show_bounding_boxes(@show_bbs)
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/* Cel shading vertex program for single-pass rendering
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In this program, we want to calculate the diffuse and specular
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ramp components, and the edge factor (for doing simple outlining)
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For the outlining to look good, we need a pretty well curved model.
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*/
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void main_vp(float4 position : POSITION,
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float3 normal : NORMAL,
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// outputs
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out float4 oPosition : POSITION,
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out float diffuse : TEXCOORD0,
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out float specular : TEXCOORD1,
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out float edge : TEXCOORD2,
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// parameters
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uniform float3 lightPosition, // object space
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uniform float3 eyePosition, // object space
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uniform float4 shininess,
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uniform float4x4 worldViewProj)
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{
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// calculate output position
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oPosition = mul(worldViewProj, position);
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// calculate light vector
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float3 N = normalize(normal);
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float3 L = normalize(lightPosition - position.xyz);
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// Calculate diffuse component
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diffuse = max(dot(N, L) , 0);
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// Calculate specular component
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float3 E = normalize(eyePosition - position.xyz);
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float3 H = normalize(L + E);
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specular = pow(max(dot(N, H), 0), shininess);
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// Mask off specular if diffuse is 0
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if (diffuse == 0) specular = 0;
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// Edge detection, dot eye and normal vectors
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edge = max(dot(N, E), 0);
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}
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void main_fp(float diffuseIn : TEXCOORD0,
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float specularIn : TEXCOORD1,
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float edge : TEXCOORD2,
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out float4 colour : COLOR,
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uniform float4 diffuse,
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uniform float4 specular,
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uniform sampler1D diffuseRamp,
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uniform sampler1D specularRamp,
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uniform sampler1D edgeRamp)
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{
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// Step functions from textures
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diffuseIn = tex1D(diffuseRamp, diffuseIn).x;
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specularIn = tex1D(specularRamp, specularIn).x;
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edge = tex1D(edgeRamp, edge).x;
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colour = edge * ((diffuse * diffuseIn) +
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(specular * specularIn));
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}
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// -------------------------------
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// Cel Shading Section
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// -------------------------------
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vertex_program Ogre/CelShadingVP cg
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{
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source CelShading.cg
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entry_point main_vp
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profiles vs_1_1 arbvp1
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default_params
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{
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param_named_auto lightPosition light_position_object_space 0
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param_named_auto eyePosition camera_position_object_space
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param_named_auto worldViewProj worldviewproj_matrix
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param_named shininess float 10
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}
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}
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fragment_program Ogre/CelShadingFP cg
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{
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source CelShading.cg
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entry_point main_fp
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profiles ps_1_1 arbfp1 fp20
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}
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material CelShading
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{
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technique
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{
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pass
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{
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vertex_program_ref Ogre/CelShadingVP
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{
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// map shininess from custom renderable param 1
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param_named_auto shininess custom 1
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}
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fragment_program_ref Ogre/CelShadingFP
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{
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// map diffuse from custom renderable param 2
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param_named_auto diffuse custom 2
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// map specular from custom renderable param 2
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param_named_auto specular custom 3
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}
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texture_unit
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{
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texture cel_shading_diffuse.png 1d
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tex_address_mode clamp
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filtering none
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}
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texture_unit
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{
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texture cel_shading_specular.png 1d
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tex_address_mode clamp
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filtering none
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tex_coord_set 1
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}
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texture_unit
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{
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texture cel_shading_edge.png 1d
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tex_address_mode clamp
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filtering none
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tex_coord_set 2
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}
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}
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}
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}
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Binary file
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Binary file
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Binary file
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Binary file
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data/samples/ogre.cfg
CHANGED