[Orxonox-commit 7479] r12085 - in data/branches/Shader_HS18: . images/textures materials models
wiesep at orxonox.net
wiesep at orxonox.net
Wed Nov 7 10:52:17 CET 2018
Author: wiesep
Date: 2018-11-07 10:52:17 +0100 (Wed, 07 Nov 2018)
New Revision: 12085
Added:
data/branches/Shader_HS18/images/textures/Cube_Lava_COLOR.jpg
data/branches/Shader_HS18/images/textures/Cube_Lava_MASK.jpg
data/branches/Shader_HS18/images/textures/Cube_Lava_NORM.jpg
data/branches/Shader_HS18/materials/Cube_Lava.material
data/branches/Shader_HS18/materials/Cube_Lava_Normal-Mask.material
data/branches/Shader_HS18/materials/Cube_Lava_Normal.material
data/branches/Shader_HS18/models/Cube_Lava_V2.mesh
data/branches/Shader_HS18/models/Cube_Lava_V2_Normal.mesh
Modified:
data/branches/Shader_HS18/resources.oxr
Log:
Files for shader testing
Added: data/branches/Shader_HS18/images/textures/Cube_Lava_COLOR.jpg
===================================================================
(Binary files differ)
Index: data/branches/Shader_HS18/images/textures/Cube_Lava_COLOR.jpg
===================================================================
--- data/branches/Shader_HS18/images/textures/Cube_Lava_COLOR.jpg 2018-11-07 09:51:06 UTC (rev 12084)
+++ data/branches/Shader_HS18/images/textures/Cube_Lava_COLOR.jpg 2018-11-07 09:52:17 UTC (rev 12085)
Property changes on: data/branches/Shader_HS18/images/textures/Cube_Lava_COLOR.jpg
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Added: svn:mime-type
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+application/octet-stream
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Added: data/branches/Shader_HS18/images/textures/Cube_Lava_MASK.jpg
===================================================================
(Binary files differ)
Index: data/branches/Shader_HS18/images/textures/Cube_Lava_MASK.jpg
===================================================================
--- data/branches/Shader_HS18/images/textures/Cube_Lava_MASK.jpg 2018-11-07 09:51:06 UTC (rev 12084)
+++ data/branches/Shader_HS18/images/textures/Cube_Lava_MASK.jpg 2018-11-07 09:52:17 UTC (rev 12085)
Property changes on: data/branches/Shader_HS18/images/textures/Cube_Lava_MASK.jpg
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Added: svn:mime-type
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+application/octet-stream
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Added: data/branches/Shader_HS18/images/textures/Cube_Lava_NORM.jpg
===================================================================
(Binary files differ)
Index: data/branches/Shader_HS18/images/textures/Cube_Lava_NORM.jpg
===================================================================
--- data/branches/Shader_HS18/images/textures/Cube_Lava_NORM.jpg 2018-11-07 09:51:06 UTC (rev 12084)
+++ data/branches/Shader_HS18/images/textures/Cube_Lava_NORM.jpg 2018-11-07 09:52:17 UTC (rev 12085)
Property changes on: data/branches/Shader_HS18/images/textures/Cube_Lava_NORM.jpg
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Added: svn:mime-type
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+application/octet-stream
\ No newline at end of property
Added: data/branches/Shader_HS18/materials/Cube_Lava.material
===================================================================
--- data/branches/Shader_HS18/materials/Cube_Lava.material (rev 0)
+++ data/branches/Shader_HS18/materials/Cube_Lava.material 2018-11-07 09:52:17 UTC (rev 12085)
@@ -0,0 +1,42 @@
+// Cube_Lava genrated by blender2ogre 0.6.0
+
+material Cube_Lava
+{
+ receive_shadows on
+
+ technique
+ {
+ pass Cube_Lava
+ {
+ ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
+ diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0
+ specular 0.5 0.5 0.5 1.0 12.5
+ emissive 0.0 0.0 0.0 1.0
+
+ alpha_to_coverage off
+ colour_write on
+ cull_hardware clockwise
+ depth_check on
+ depth_func less_equal
+ depth_write on
+ illumination_stage
+ light_clip_planes off
+ light_scissor off
+ lighting on
+ normalise_normals off
+ polygon_mode solid
+ scene_blend one zero
+ scene_blend_op add
+ shading gouraud
+ transparent_sorting on
+
+ texture_unit
+ {
+ texture Cube_Lava_COLOR.jpg
+ tex_address_mode wrap
+ scale 1.0 1.0
+ colour_op modulate
+ }
+ }
+ }
+}
Added: data/branches/Shader_HS18/materials/Cube_Lava_Normal-Mask.material
===================================================================
--- data/branches/Shader_HS18/materials/Cube_Lava_Normal-Mask.material (rev 0)
+++ data/branches/Shader_HS18/materials/Cube_Lava_Normal-Mask.material 2018-11-07 09:52:17 UTC (rev 12085)
@@ -0,0 +1,57 @@
+// Cube_Lava_Normal-Mask genrated by blender2ogre 0.6.0
+
+material Cube_Lava_Normal-Mask
+{
+ receive_shadows on
+
+ technique
+ {
+ pass Cube_Lava_Normal-Mask
+ {
+ ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
+ diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0
+ specular 0.5 0.5 0.5 1.0 12.5
+ emissive 0.0 0.0 0.0 1.0
+
+ alpha_to_coverage off
+ colour_write on
+ cull_hardware clockwise
+ depth_check on
+ depth_func less_equal
+ depth_write on
+ illumination_stage
+ light_clip_planes off
+ light_scissor off
+ lighting on
+ normalise_normals off
+ polygon_mode solid
+ scene_blend one zero
+ scene_blend_op add
+ shading gouraud
+ transparent_sorting on
+
+ texture_unit
+ {
+ texture Cube_Lava_COLOR.jpg
+ tex_address_mode wrap
+ scale 1.0 1.0
+ colour_op modulate
+ }
+ texture_unit
+ {
+ texture Cube_Lava_NORM.jpg
+ tex_address_mode wrap
+ scale 1.0 1.0
+ colour_op modulate
+ }
+ texture_unit
+ {
+ texture Cube_Lava_MASK.jpg
+ tex_address_mode wrap
+ scale 1.0 1.0
+ scroll_anim 1.0 1.0
+ colour_op modulate
+ }
+ }
+ }
+}
Added: data/branches/Shader_HS18/materials/Cube_Lava_Normal.material
===================================================================
--- data/branches/Shader_HS18/materials/Cube_Lava_Normal.material (rev 0)
+++ data/branches/Shader_HS18/materials/Cube_Lava_Normal.material 2018-11-07 09:52:17 UTC (rev 12085)
@@ -0,0 +1,546 @@
+//------------------------
+// Basic
+//------------------------
+
+//---------------------------------------------------
+// This file includes a number of basic GPU programs
+// for use in many materials.
+//---------------------------------------------------
+
+
+// A really basic ambient pass program, support for one texture coordinate set
+vertex_program AmbientOneTextureCg cg
+{
+ source Example_Basic.cg
+ entry_point ambientOneTexture_vp
+ profiles vs_1_1 arbvp1
+
+ default_params
+ {
+ param_named_auto worldViewProj worldviewproj_matrix
+ param_named_auto ambient ambient_light_colour
+ }
+
+}
+
+vertex_program AmbientOneTextureCgSm4 cg
+{
+ source Example_Basic_sm4.cg
+ entry_point ambientOneTexture_vp
+ profiles vs_4_0
+
+ default_params
+ {
+ param_named_auto worldViewProj worldviewproj_matrix
+ param_named_auto ambient ambient_light_colour
+ }
+
+}
+
+// A really basic ambient pass program, support for one texture coordinate set
+vertex_program AmbientOneTextureHLSL hlsl
+{
+ source Example_Basic.hlsl
+ entry_point ambientOneTexture_vp
+ target vs_4_0
+
+ default_params
+ {
+ param_named_auto worldViewProj worldviewproj_matrix
+ param_named_auto ambient ambient_light_colour
+ }
+}
+// A really basic ambient pass program, support for one texture coordinate set
+vertex_program AmbientOneTextureGLSL glsl
+{
+ source AmbientOneTexture.glsl
+}
+
+// A really basic ambient pass program, support for one texture coordinate set
+vertex_program AmbientOneTextureGLSL glsl
+{
+ source AmbientOneTexture.glsl
+
+
+ default_params
+ {
+ param_named_auto ambient ambient_light_colour
+ param_named_auto worldViewProj worldviewproj_matrix
+ }
+}
+
+// A really basic ambient pass program, support for one texture coordinate set
+vertex_program AmbientOneTextureGLSLES glsles
+{
+ source AmbientOneTexture.glsles
+
+ default_params
+ {
+ param_named_auto worldViewProj worldviewproj_matrix
+ param_named_auto ambient ambient_light_colour
+ }
+}
+
+vertex_program AmbientOneTextureWithUVGLSLES glsles
+{
+ source AmbientOneTextureWithUV.glsles
+
+ default_params
+ {
+ param_named_auto worldViewProj worldviewproj_matrix
+ param_named_auto ambient ambient_light_colour
+ }
+}
+
+vertex_program AmbientOneTextureWithUVGLSL glsl
+{
+ source AmbientOneTextureWithUV.glsl
+
+
+ default_params
+ {
+ param_named_auto worldViewProj worldviewproj_matrix
+ param_named_auto ambient ambient_light_colour
+ }
+}
+
+vertex_program AmbientOneTextureWithUV unified
+{
+ delegate AmbientOneTextureWithUVGLSL
+ delegate AmbientOneTextureWithUVGLSLES
+ delegate AmbientOneTextureHLSL
+ delegate AmbientOneTextureCg
+ delegate AmbientOneTextureCgSm4
+}
+
+vertex_program AmbientOneTextureUnified unified
+{
+ delegate AmbientOneTextureGLSL
+ delegate AmbientOneTextureGLSLES
+ delegate AmbientOneTextureHLSL
+ delegate AmbientOneTextureCg
+ delegate AmbientOneTextureCgSm4
+}
+
+fragment_program DiffuseOneTextureCg cg
+{
+ source Example_Basic.cg
+ entry_point diffuseOneTexture_fp
+ profiles ps_2_0 arbfp1
+}
+
+fragment_program DiffuseOneTextureGLSLES glsles
+{
+ source DiffuseOneTexture.glsles
+ default_params
+ {
+ param_named texMap int 0
+ }
+}
+
+fragment_program DiffuseOneTextureGLSL glsl
+{
+ source DiffuseOneTexture.glsl
+ default_params
+ {
+ param_named texMap int 0
+ }
+}
+
+fragment_program DiffuseOneTexture unified
+{
+ delegate DiffuseOneTextureGLSL
+ delegate DiffuseOneTextureGLSLES
+ delegate DiffuseOneTextureCg
+}
+
+// A really basic ambient pass program, support for one texture coordinate set
+fragment_program PassthroughFP unified
+{
+ delegate PassthroughFpGLSL
+ delegate PassthroughFpGLSLES
+ delegate PassthroughFpCgSm4
+ delegate PassthroughFpCg
+}
+
+// A really basic ambient pass program, support for one texture coordinate set
+fragment_program PassthroughFpCgSm4 cg
+{
+ entry_point main
+ source PassthroughFP_sm4.cg
+ profiles ps_4_0
+}
+
+fragment_program PassthroughFpCg cg
+{
+ entry_point mainCg
+ source PassthroughFP.cg
+ profiles ps_2_0 arbfp1
+}
+
+// A really basic ambient pass program, support for one texture coordinate set
+fragment_program PassthroughFpCgSm4ForAmbientOneTexture cg
+{
+ entry_point mainForAmbientOneTexture
+ source PassthroughFP_sm4.cg
+ profiles ps_4_0
+}
+
+
+// A really basic ambient pass program, support for one texture coordinate set
+fragment_program PassthroughFpGLSLES glsles
+{
+ source PassthroughFP.glsles
+}
+
+fragment_program PassthroughFpGLSL glsl
+{
+ source PassthroughFP.glsl
+}
+
+//------------------------
+// Bump mapping section
+//------------------------
+
+// Bump map vertex program, support for this is required
+vertex_program Lava/BumpMapVPCg cg
+{
+ source Example_BumpMapping.cg
+ entry_point main_vp
+ profiles vs_4_0 vs_1_1 arbvp1
+}
+
+vertex_program Lava/BumpMapVPGLSLES glsles
+{
+ source Example_BumpMappingVp.glsles
+ profiles glsles
+}
+
+vertex_program Lava/BumpMapVPGLSL glsl
+{
+ source Example_BumpMappingVp.glsl
+}
+
+vertex_program Lava/BumpMapVP unified
+{
+ delegate Lava/BumpMapVPGLSL
+ delegate Lava/BumpMapVPGLSLES
+ delegate Lava/BumpMapVPCg
+}
+
+// Bump map vertex program, with tangent parity support for this is required
+vertex_program Lava/BumpMapVPTangentParityCg cg
+{
+ source Example_BumpMapping.cg
+ entry_point main_vp
+ profiles vs_1_1 arbvp1
+ compile_arguments -DTANGENTS_HAVE_PARITY=1
+}
+
+// Bump map vertex program, with tangent parity support for this is required
+vertex_program Lava/BumpMapVPTangentParityGLSLES glsles
+{
+ source BumpMapVPTangentParity.glsles
+}
+
+vertex_program Lava/BumpMapVPTangentParityGLSL glsl
+{
+ source BumpMapVPTangentParity.glsl
+ default_params
+ {
+ param_named_auto lightDiffuse light_diffuse_colour 0
+ }
+}
+
+vertex_program Lava/BumpMapVPTangentParity unified
+{
+ delegate Lava/BumpMapVPTangentParityGLSL
+ delegate Lava/BumpMapVPTangentParityGLSLES
+ delegate Lava/BumpMapVPTangentParityCg
+}
+
+// Bump map fragment program, support for this is optional
+fragment_program Lava/BumpMapFPCg cg
+{
+ source Example_BumpMapping.cg
+ entry_point main_fp
+ profiles ps_4_0 ps_2_0 arbfp1 fp20
+}
+
+fragment_program Lava/BumpMapFPGLSLES glsles
+{
+ source Example_BumpMappingFp.glsles
+ profiles glsles
+ default_params
+ {
+ // assign samplers as required by GLSL
+ param_named normalMap int 0
+ }
+}
+
+fragment_program Lava/BumpMapFPGLSL glsl
+{
+ source Example_BumpMappingFp.glsl
+ default_params
+ {
+ // assign samplers as required by GLSL
+ param_named normalMap int 0
+ }
+}
+
+fragment_program Lava/BumpMapFP unified
+{
+ delegate Lava/BumpMapFPGLSL
+ delegate Lava/BumpMapFPGLSLES
+ delegate Lava/BumpMapFPCg
+}
+
+// Bump map vertex program shadow receiver
+vertex_program Lava/BumpMapVPShadowRcvCg cg
+{
+ source Example_BumpMapping.cg
+ entry_point main_shadowreceiver_vp
+ profiles vs_1_1 arbvp1
+}
+
+// Bump map vertex program shadow receiver
+vertex_program Lava/BumpMapVPShadowRcvGLSLES glsles
+{
+ source Example_BumpMappingShadowRcvVp.glsles
+ profiles glsles
+}
+
+vertex_program Lava/BumpMapVPShadowRcvGLSL glsl
+{
+ source Example_BumpMappingShadowRcvVp.glsl
+
+}
+
+vertex_program Lava/BumpMapVPShadowRcv unified
+{
+ delegate Lava/BumpMapVPShadowRcvGLSL
+ delegate Lava/BumpMapVPShadowRcvGLSLES
+ delegate Lava/BumpMapVPShadowRcvCg
+}
+
+// Bump map fragment program shadow receiver, support for this is optional
+fragment_program Lava/BumpMapFPShadowRcvCg cg
+{
+ source Example_BumpMapping.cg
+ entry_point main_shadowreceiver_fp
+ profiles ps_2_0 arbfp1 fp20
+}
+
+// Bump map fragment program shadow receiver, support for this is optional
+fragment_program Lava/BumpMapFPShadowRcvGLSLES glsles
+{
+ source Example_BumpMappingShadowRcvFp.glsles
+ profiles glsles
+ default_params
+ {
+ // assign samplers as required by GLSL
+ param_named shadowMap int 0
+ param_named normalMap int 1
+ }
+}
+
+fragment_program Lava/BumpMapFPShadowRcvGLSL glsl
+{
+ source Example_BumpMappingShadowRcvFp.glsl
+ default_params
+ {
+ // assign samplers as required by GLSL
+ param_named shadowMap int 0
+ param_named normalMap int 1
+ }
+}
+
+fragment_program Lava/BumpMapFPShadowRcv unified
+{
+ delegate Lava/BumpMapFPShadowRcvGLSL
+ delegate Lava/BumpMapFPShadowRcvGLSLES
+ delegate Lava/BumpMapFPShadowRcvCg
+}
+
+// Bump map with specular vertex program, support for this is required
+vertex_program Lava/BumpMapVPSpecularCg cg
+{
+ source Example_BumpMapping.cg
+ entry_point specular_vp
+ profiles vs_4_0 vs_1_1 arbvp1
+}
+
+// Bump map with specular vertex program, support for this is required
+vertex_program Lava/BumpMapVPSpecularGLSLES glsles
+{
+ source Example_BumpMappingSpecularVp.glsles
+ profiles glsles
+}
+
+vertex_program Lava/BumpMapVPSpecularGLSL glsl
+{
+ source Example_BumpMappingSpecularVp.glsl
+}
+
+vertex_program Lava/BumpMapVPSpecular unified
+{
+ delegate Lava/BumpMapVPSpecularGLSL
+ delegate Lava/BumpMapVPSpecularGLSLES
+ delegate Lava/BumpMapVPSpecularCg
+}
+
+// Bump map fragment program, support for this is optional
+fragment_program Lava/BumpMapFPSpecularCg cg
+{
+ source Example_BumpMapping.cg
+ entry_point specular_fp
+ profiles ps_4_0 ps_2_0 arbfp1 fp20
+}
+
+// Bump map fragment program, support for this is optional
+fragment_program Lava/BumpMapFPSpecularGLSLES glsles
+{
+ source Example_BumpMappingSpecularFp.glsles
+ profiles glsles
+ default_params
+ {
+ // assign samplers as required by GLSL
+ param_named normalMap int 0
+ }
+}
+
+fragment_program Lava/BumpMapFPSpecularGLSL glsl
+{
+ source Example_BumpMappingSpecularFp.glsl
+ default_params
+ {
+ // assign samplers as required by GLSL
+ param_named normalMap int 0
+ }
+}
+
+fragment_program Lava/BumpMapFPSpecular unified
+{
+ delegate Lava/BumpMapFPSpecularGLSL
+ delegate Lava/BumpMapFPSpecularGLSLES
+ delegate Lava/BumpMapFPSpecularCg
+}
+
+//------------------------
+// Material
+//------------------------
+
+// Any number of lights, diffuse
+material Cube_Lava_Normal
+{
+
+ // This is the preferred technique which uses both vertex and
+ // fragment programs, supports coloured lights
+ technique
+ {
+ // Base ambient pass
+ pass ambient
+ {
+ // base colours, not needed for rendering, but as information
+ // to lighting pass categorisation routine
+ ambient 1 1 1
+ diffuse 0 0 0
+ specular 0 0 0 0
+ // Really basic vertex program
+ // NB we don't use fixed function here because GL does not like
+ // mixing fixed function and vertex programs, depth fighting can
+ // be an issue
+ vertex_program_ref AmbientOneTextureUnified
+ {
+ param_named_auto ambient ambient_light_colour
+ }
+ fragment_program_ref PassthroughFP
+ {
+ }
+
+ }
+ // Now do the lighting pass
+ // NB we don't do decal texture here because this is repeated per light
+ pass perlight
+ {
+ // base colours, not needed for rendering, but as information
+ // to lighting pass categorisation routine
+ ambient 0 0 0
+
+ // do this for each light
+ iteration once_per_light
+
+
+ scene_blend add
+
+ // Vertex program reference
+ vertex_program_ref Lava/BumpMapVP
+ {
+ param_named_auto lightPosition light_position_object_space 0
+ param_named_auto worldViewProj worldviewproj_matrix
+ }
+
+ // Fragment program
+ fragment_program_ref Lava/BumpMapFP
+ {
+ param_named_auto lightDiffuse light_diffuse_colour 0
+ }
+
+ // texture shadow receiver program
+ shadow_receiver_vertex_program_ref Lava/BumpMapVPShadowRcv
+ {
+ param_named_auto lightPosition light_position_object_space 0
+ param_named_auto worldViewProj worldviewproj_matrix
+ param_named_auto worldMatrix world_matrix
+ param_named_auto texViewProj texture_viewproj_matrix
+ }
+ // Additive texture shadow receiver program
+ shadow_receiver_fragment_program_ref Lava/BumpMapFPShadowRcv
+ {
+ param_named_auto lightDiffuse light_diffuse_colour 0
+ }
+
+ // Base bump map
+ texture_unit normalmap
+ {
+ texture Cube_Lava_NORM.jpg
+ tex_address_mode wrap
+ scale 1.0 1.0
+ colour_op replace
+ }
+
+ }
+
+ // Decal pass
+ pass decal
+ {
+ // base colours, not needed for rendering, but as information
+ // to lighting pass categorisation routine
+ lighting off
+ // Really basic vertex program
+ // NB we don't use fixed function here because GL does not like
+ // mixing fixed function and vertex programs, depth fighting can
+ // be an issue
+ vertex_program_ref AmbientOneTextureUnified
+ {
+ param_named_auto worldViewProj worldviewproj_matrix
+ param_named ambient float4 1 1 1 1
+ }
+ fragment_program_ref PassthroughFP
+ {
+ }
+ scene_blend dest_colour zero
+ texture_unit
+ {
+ texture Cube_Lava_COLOR.jpg
+ tex_address_mode wrap
+ scale 1.0 1.0
+ colour_op modulate
+ }
+
+
+ }
+ }
+
+
+}
Added: data/branches/Shader_HS18/models/Cube_Lava_V2.mesh
===================================================================
(Binary files differ)
Index: data/branches/Shader_HS18/models/Cube_Lava_V2.mesh
===================================================================
--- data/branches/Shader_HS18/models/Cube_Lava_V2.mesh 2018-11-07 09:51:06 UTC (rev 12084)
+++ data/branches/Shader_HS18/models/Cube_Lava_V2.mesh 2018-11-07 09:52:17 UTC (rev 12085)
Property changes on: data/branches/Shader_HS18/models/Cube_Lava_V2.mesh
___________________________________________________________________
Added: svn:mime-type
## -0,0 +1 ##
+application/octet-stream
\ No newline at end of property
Added: data/branches/Shader_HS18/models/Cube_Lava_V2_Normal.mesh
===================================================================
(Binary files differ)
Index: data/branches/Shader_HS18/models/Cube_Lava_V2_Normal.mesh
===================================================================
--- data/branches/Shader_HS18/models/Cube_Lava_V2_Normal.mesh 2018-11-07 09:51:06 UTC (rev 12084)
+++ data/branches/Shader_HS18/models/Cube_Lava_V2_Normal.mesh 2018-11-07 09:52:17 UTC (rev 12085)
Property changes on: data/branches/Shader_HS18/models/Cube_Lava_V2_Normal.mesh
___________________________________________________________________
Added: svn:mime-type
## -0,0 +1 ##
+application/octet-stream
\ No newline at end of property
Modified: data/branches/Shader_HS18/resources.oxr
===================================================================
--- data/branches/Shader_HS18/resources.oxr 2018-11-07 09:51:06 UTC (rev 12084)
+++ data/branches/Shader_HS18/resources.oxr 2018-11-07 09:52:17 UTC (rev 12085)
@@ -15,7 +15,14 @@
<ResourceLocation path = "models" />
<ResourceLocation path = "packs/cubemap.zip" archiveType = "Zip"/>
<ResourceLocation path = "packs/skybox.zip" archiveType = "Zip"/>
+
<ResourceLocation path = "programs" />
+ <ResourceLocation path = "programs/Cg" />
+ <ResourceLocation path = "programs/GLSL" />
+ <ResourceLocation path = "programs/Example" />
+ <ResourceLocation path = "programs/Example/Cg" />
+ <ResourceLocation path = "programs/Example/GLSL" />
+ <ResourceLocation path = "programs/Example/GLSL150" />
<ResourceLocation path = "gui/fonts" />
<ResourceLocation path = "gui/imagesets" />
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