assimp/test/models/IRR/animMesh_UTF16LE.irr

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<EFBFBD><EFBFBD><?xml version="1.0"?>
<irr_scene>
<attributes>
<string name="Name" value="root" />
<int name="Id" value="-1" />
<colorf name="AmbientLight" value="0.000000, 0.000000, 0.000000, 0.000000" />
</attributes>
<node type="animatedMesh">
<attributes>
<string name="Name" value="" />
<int name="Id" value="-1" />
<vector3d name="Position" value="0, 0, 0" />
<vector3d name="Rotation" value="0.000000, 0.000000, 0.000000" />
<vector3d name="Scale" value="1.000000, 1.000000, 1.000000" />
<bool name="Visible" value="true" />
<enum name="AutomaticCulling" value="box" />
<int name="DebugDataVisible" value="0" />
<bool name="IsDebugObject" value="false" />
<string name="Mesh" value="../X/dwarf.x" />
<bool name="Looping" value="true" />
<bool name="ReadOnlyMaterials" value="false" />
<float name="FramesPerSecond" value="0.025000" />
</attributes>
<materials>
<attributes>
<enum name="Type" value="solid" />
<color name="Ambient" value="ffffffff" />
<color name="Diffuse" value="ffcccccc" />
<color name="Emissive" value="ff5d5d5d" />
<color name="Specular" value="ff000000" />
<float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" />
<texture name="Texture1" value="../X/axe.jpg" />
<texture name="Texture2" value="" />
<texture name="Texture3" value="" />
<texture name="Texture4" value="" />
<bool name="Wireframe" value="false" />
<bool name="GouraudShading" value="true" />
<bool name="Lighting" value="false" />
<bool name="ZWriteEnable" value="true" />
<int name="ZBuffer" value="1" />
<bool name="BackfaceCulling" value="true" />
<bool name="FogEnable" value="false" />
<bool name="NormalizeNormals" value="false" />
<bool name="BilinearFilter1" value="true" />
<bool name="BilinearFilter2" value="true" />
<bool name="BilinearFilter3" value="true" />
<bool name="BilinearFilter4" value="true" />
<bool name="TrilinearFilter1" value="false" />
<bool name="TrilinearFilter2" value="false" />
<bool name="TrilinearFilter3" value="false" />
<bool name="TrilinearFilter4" value="false" />
<bool name="AnisotropicFilter1" value="false" />
<bool name="AnisotropicFilter2" value="false" />
<bool name="AnisotropicFilter3" value="false" />
<bool name="AnisotropicFilter4" value="false" />
<enum name="TextureWrap1" value="texture_clamp_repeat" />
<enum name="TextureWrap2" value="texture_clamp_repeat" />
<enum name="TextureWrap3" value="texture_clamp_repeat" />
<enum name="TextureWrap4" value="texture_clamp_repeat" />
</attributes>
<attributes>
<enum name="Type" value="solid" />
<color name="Ambient" value="ffffffff" />
<color name="Diffuse" value="ffcccccc" />
<color name="Emissive" value="ff4d4d4d" />
<color name="Specular" value="ff000000" />
<float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" />
<texture name="Texture1" value="../X/dwarf.jpg" />
<texture name="Texture2" value="" />
<texture name="Texture3" value="" />
<texture name="Texture4" value="" />
<bool name="Wireframe" value="false" />
<bool name="GouraudShading" value="true" />
<bool name="Lighting" value="false" />
<bool name="ZWriteEnable" value="true" />
<int name="ZBuffer" value="1" />
<bool name="BackfaceCulling" value="true" />
<bool name="FogEnable" value="false" />
<bool name="NormalizeNormals" value="false" />
<bool name="BilinearFilter1" value="true" />
<bool name="BilinearFilter2" value="true" />
<bool name="BilinearFilter3" value="true" />
<bool name="BilinearFilter4" value="true" />
<bool name="TrilinearFilter1" value="false" />
<bool name="TrilinearFilter2" value="false" />
<bool name="TrilinearFilter3" value="false" />
<bool name="TrilinearFilter4" value="false" />
<bool name="AnisotropicFilter1" value="false" />
<bool name="AnisotropicFilter2" value="false" />
<bool name="AnisotropicFilter3" value="false" />
<bool name="AnisotropicFilter4" value="false" />
<enum name="TextureWrap1" value="texture_clamp_repeat" />
<enum name="TextureWrap2" value="texture_clamp_repeat" />
<enum name="TextureWrap3" value="texture_clamp_repeat" />
<enum name="TextureWrap4" value="texture_clamp_repeat" />
</attributes>
<attributes>
<enum name="Type" value="solid" />
<color name="Ambient" value="ffffffff" />
<color name="Diffuse" value="ffcccccc" />
<color name="Emissive" value="ff505050" />
<color name="Specular" value="ff000000" />
<float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" />
<texture name="Texture1" value="" />
<texture name="Texture2" value="" />
<texture name="Texture3" value="" />
<texture name="Texture4" value="" />
<bool name="Wireframe" value="false" />
<bool name="GouraudShading" value="true" />
<bool name="Lighting" value="false" />
<bool name="ZWriteEnable" value="true" />
<int name="ZBuffer" value="1" />
<bool name="BackfaceCulling" value="true" />
<bool name="FogEnable" value="false" />
<bool name="NormalizeNormals" value="false" />
<bool name="BilinearFilter1" value="true" />
<bool name="BilinearFilter2" value="true" />
<bool name="BilinearFilter3" value="true" />
<bool name="BilinearFilter4" value="true" />
<bool name="TrilinearFilter1" value="false" />
<bool name="TrilinearFilter2" value="false" />
<bool name="TrilinearFilter3" value="false" />
<bool name="TrilinearFilter4" value="false" />
<bool name="AnisotropicFilter1" value="false" />
<bool name="AnisotropicFilter2" value="false" />
<bool name="AnisotropicFilter3" value="false" />
<bool name="AnisotropicFilter4" value="false" />
<enum name="TextureWrap1" value="texture_clamp_repeat" />
<enum name="TextureWrap2" value="texture_clamp_repeat" />
<enum name="TextureWrap3" value="texture_clamp_repeat" />
<enum name="TextureWrap4" value="texture_clamp_repeat" />
</attributes>
</materials>
</node>
</irr_scene>