Geometry is associated with material within instance_geometry, symbol/target pairs declare key/values of the material mapping:
427 <library_nodes>
428 <node id="__dd__Geometry__Sites__lvNearHallTop0xbf55760" name="__dd__Geometry__Sites__lvNearHallTop0xbf55760">
429 <instance_geometry url="#near_hall_top_dwarf0xbbd1a68">
430 <bind_material>
431 <technique_common>
432 <instance_material symbol="WHITE" target="#__dd__Materials__Air0xbbd2908" />
433 </technique_common>
434 </bind_material>
435 </instance_geometry>
436 </node>
The symbol keys are subsequntly used by the polylist material attribute.:
168 <vertices id="WorldBox0xbbf06d8-Vtx">
169 <input semantic="POSITION" source="#WorldBox0xbbf06d8-Pos" />
170 </vertices>
171 <polylist count="6" material="WHITE">
172 <input offset="0" semantic="VERTEX" source="#WorldBox0xbbf06d8-Vtx" />
173 <input offset="1" semantic="NORMAL" source="#WorldBox0xbbf06d8-Norm" />
174 <vcount>4 4 4 4 4 4 </vcount>
175 <p>0 0 3 0 2 0 1 0 4 1 7 1 3 1 0 1 7 2 6 2 2 2 3 2 6 3 5 3 1 3 2 3 5 4 4 4 0 4 1 4 4 5 5 5 6 5 7 5 </p>
176 </polylist>
Basis effects use phong with simple color attributes.
Code looks to deal with image textures only not phong shaders.
Some handling is present for phong etc..