                 boxNode.position = Vector3(x * 0.3f, 0.0f, y * 0.3f);
                 boxNode.SetScale(0.25f);
                 StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
-                boxObject.castShadows = true;
-                boxObject.model = cache.GetResource("Model", "Models/Plane.mdl");
-                boxObject.material = cache.GetResource("Material", "Materials/List.xml");
+                boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
                 boxNodes.Push(boxNode);
             }
         }

    lightNode.direction = Vector3(-0.6f, -1.0f, -0.8f); // The direction vector does not need to be normalized
    Light@ light = lightNode.CreateComponent("Light");
    light.lightType = LIGHT_DIRECTIONAL;
    light.castShadows = true;

    {
        // Create a floor object, 1000 x 1000 world units. Adjust position so that the ground is at zero Y
        Node@ floorNode = scene_.CreateChild("Floor");
        floorNode.position = Vector3(0.0f, -2.0f, 0.0f);
        floorNode.scale = Vector3(100.0f, 1.0f, 100.0f);
        StaticModel@ floorObject = floorNode.CreateComponent("StaticModel");
        floorObject.model = cache.GetResource("Model", "Models/Box.mdl");

        // Make the floor physical by adding RigidBody and CollisionShape components. The RigidBody's default
        // parameters make the object static (zero mass.) Note that a CollisionShape by itself will not participate
        // in the physics simulation
        RigidBody@ body = floorNode.CreateComponent("RigidBody");
        CollisionShape@ shape = floorNode.CreateComponent("CollisionShape");
        // Set a box shape of size 1 x 1 x 1 for collision. The shape will be scaled with the scene node scale, so the
        // rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
        shape.SetBox(Vector3(1.0f, 1.0f, 1.0f));
    }

    if (!useGroups)
    {

                {
                    Node@ boxGroupNode = scene_.CreateChild("BoxGroup");
                    lastGroup = boxGroupNode.CreateComponent("StaticModelGroup");
                    lastGroup.model = cache.GetResource("Model", "Models/Box.mdl");
                }

                Node@ boxNode = scene_.CreateChild("Box");
