#-----------------------------------------------
# Object States
#-----------------------------------------------
# For anyone who was familiar with object types,
# these are very similar.  They use IDs instead
# of strings to link to state elements (see
# level file for list of IDs).  There is no
# longer an outline element.  Finally, ALPHA
# now is a floating point value.  1.0 is opaque
# and will not be added to the alpha draw list.
# 0.0 is Invisible and will not be drawn at all!
#-----------------------------------------------
# Setup:
# NAME ID <- Must be unique!
# VALUES values
# ----------------------------------------------
# Below are all optional values within the state
# block.
# ----------------------------------------------
# MODEL    integer_id
# MATERIAL integer_id
# EFFECT   integer_id
# TEXTURE  integer_id
# TECHNIQUE integer_id
# ALPHA    float
# FLAGS    int
#-----------------------------------------------
# FLAG values (OR these together to get final)
# 1 - NoBlock - Cannot be considered a view blocker
# 2 - Instanced - Will batch using shader instancing
#-----------------------------------------------
STATES_START
  TestTitle			7
    MODEL		4
    EFFECT		3
    TEXTURE		32
    TECHNIQUE   0

  MouseIcon			17
    MODEL		4
    EFFECT		3
    TEXTURE		15
    TECHNIQUE   0
    
  MenuBGNontrans	34
    MODEL		4
    EFFECT		3
    TEXTURE		122
    TECHNIQUE   0
  
  Clear				53
    MODEL		4
    EFFECT		3
    TEXTURE		103
    TECHNIQUE   0
STATES_END

