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				<bool name="Lighting" value="true" />
				<bool name="ZWriteEnable" value="true" />
				<bool name="BackfaceCulling" value="true" />
				<bool name="BilinearFilter" value="true" />
				<bool name="TrilinearFilter" value="false" />
				<bool name="AnisotropicFilter" value="false" />
				<bool name="FogEnable" value="false" />
				<bool name="NormalizeNormals" value="false" />
				<int name="ZBuffer" value="1" />
				<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>

	<node type="light">

		<attributes>
			<string name="Name" value="" />
			<int name="Id" value="-1" />
			<vector3d name="Position" value="28.875851, -0.919638, 54.943748" />
			<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="-1" />
			<bool name="IsDebugObject" value="false" />
			<colorf name="AmbientColor" value="0.450980, 0.784314, 0.584314, 1.000000" />
			<colorf name="DiffuseColor" value="1.000000, 1.000000, 1.000000, 1.000000" />
			<colorf name="SpecularColor" value="1.000000, 1.000000, 1.000000, 1.000000" />
			<float name="Radius" value="200.000000" />
			<bool name="CastShadows" value="true" />
			<enum name="LightType" value="Point" />
		</attributes>

	</node>

</irr_scene>

