material Orxonox/Red { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture bar2c.tga } } } } material Orxonox/Yellow { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture bar2b.tga } } } } material Orxonox/Green { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture bar2a.tga } } } } material Orxonox/Black { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture OrxonoxBlack.tga } } } } material Orxonox/BarBackground { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture bar1.tga } } } } material Orxonox/Radar { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture radar.tga } } } } material Orxonox/WhiteDot { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture white.tga } } } } material Orxonox/NavArrows { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture arrows.tga } } } } material Orxonox/NavTDC { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture tdc.tga } } } } material Orxonox/NavCrosshair { technique { pass { lighting off scene_blend add depth_check off texture_unit { texture crosshair2.tga } } } } material Orxonox/Crosshair { technique { pass { lighting off scene_blend alpha_blend depth_check off texture_unit { texture crosshair.tga } } } }