material coord_axis_text_x { receive_shadows off transparency_casts_shadows off technique Texture#4 { pass Texture#5 { ambient 1 0 0 1 diffuse 1 0 0 1 specular 1 0 0 1 100 emissive 1 0 0 1 scene_blend one zero depth_check off depth_write on depth_func less_equal depth_bias 0 0 alpha_rejection always_pass 0 cull_hardware none cull_software back lighting on shading gouraud polygon_mode solid colour_write on max_lights 8 start_light 0 iteration once } } } material coord_axis_text_y { receive_shadows off transparency_casts_shadows off technique Texture#0 { pass Texture#1 { ambient 0 0.980392 0 1 diffuse 0 0.980392 0 1 specular 0 0.980392 0 1 100 emissive 0 0.980392 0 1 scene_blend one zero depth_check off depth_write on depth_func less_equal depth_bias 0 0 alpha_rejection always_pass 0 cull_hardware none cull_software back lighting on shading gouraud polygon_mode solid colour_write on max_lights 8 start_light 0 iteration once } } } material coord_axis_text_z { receive_shadows off transparency_casts_shadows off technique Texture#2 { pass Texture#3 { ambient 0 0 1 1 diffuse 0 0 1 1 specular 0 0 1 1 100 emissive 0 0 1 1 scene_blend one zero depth_check off depth_write on depth_func less_equal depth_bias 0 0 alpha_rejection always_pass 0 cull_hardware none cull_software back lighting on shading gouraud polygon_mode solid colour_write on max_lights 8 start_light 0 iteration once } } } material coord_axis_x { receive_shadows off transparency_casts_shadows off technique Texture#4 { pass Texture#5 { ambient 1 0 0 1 diffuse 1 0 0 1 specular 1 0 0 1 100 emissive 1 0 0 1 scene_blend one zero depth_check off depth_write on depth_func less_equal depth_bias 0 0 alpha_rejection always_pass 0 cull_hardware clockwise cull_software back lighting on shading gouraud polygon_mode solid colour_write on max_lights 8 start_light 0 iteration once } } } material coord_axis_y { receive_shadows off transparency_casts_shadows off technique Texture#0 { pass Texture#1 { ambient 0 0.980392 0 1 diffuse 0 0.980392 0 1 specular 0 0.980392 0 1 100 emissive 0 0.980392 0 1 scene_blend one zero depth_check off depth_write on depth_func less_equal depth_bias 0 0 alpha_rejection always_pass 0 cull_hardware clockwise cull_software back lighting on shading gouraud polygon_mode solid colour_write on max_lights 8 start_light 0 iteration once } } } material coord_axis_z { receive_shadows off transparency_casts_shadows off technique Texture#2 { pass Texture#3 { ambient 0 0 1 1 diffuse 0 0 1 1 specular 0 0 1 1 100 emissive 0 0 1 1 scene_blend one zero depth_check off depth_write on depth_func less_equal depth_bias 0 0 alpha_rejection always_pass 0 cull_hardware clockwise cull_software back lighting on shading gouraud polygon_mode solid colour_write on max_lights 8 start_light 0 iteration once } } } material default_grid_helper_black_material { receive_shadows off transparency_casts_shadows off technique default_grid_helper_black_material#1 { pass default_grid_helper_black_material#2 { ambient 0.133333 0.133333 0.133333 1 diffuse 0.133333 0.133333 0.133333 1 specular 0.133333 0.133333 0.133333 1 20 emissive 0.0470588 0.0470588 0.0470588 1 scene_blend one zero depth_check on depth_write on depth_func less_equal depth_bias 0 0 alpha_rejection always_pass 0 cull_hardware clockwise cull_software back lighting on shading gouraud polygon_mode wireframe colour_write on max_lights 8 start_light 0 iteration once } } } material default_grid_helper_grey_material { receive_shadows off transparency_casts_shadows off technique default_grid_helper_grey_material#1 { pass default_grid_helper_grey_material#2 { ambient 0.698039 0.698039 0.698039 1 diffuse 0.698039 0.698039 0.698039 1 specular 0.698039 0.698039 0.698039 1 20 emissive 0.698039 0.698039 0.698039 1 scene_blend one zero depth_check on depth_write off depth_func less_equal depth_bias 0 0 alpha_rejection always_pass 0 cull_hardware clockwise cull_software back lighting on shading gouraud polygon_mode wireframe colour_write on max_lights 8 start_light 0 iteration once } } }