Greetings all!
Thanks for the comments again, you all boost up the inspiration!
Thanks to anonymous hint by Wedge, i finally got the viewmesh-tool. I opened a couple of Planeshifts *.spr meshes with it. Sadly, the textures refused to show, and i had to view the crystals with the default texture.
In addition, i\'d still have to convert my own meshes to spr-format. In the CrystalSpace download there was some python scripts, propably the ones that acraig mentions in the \"blender 2 CS\" thread. The documentation was quite simple, as should have been the usage of the conversion script, but...

Ah well, after 3 hours i was still stuck with the same error:
\"
scene = Blender.getCurrentScene()
AttributeError: \'module\' object has no attribute \'getCurrentScene\'
\"
Enough of my problems. Here i have the bottle and \"generic round fruit\" that i\'ve posted earlier. This time with different levels of detail. Take note that i don\'t know if all the effects used here are supported by CrystalSpace. Thanks for Ghostslayer and Syzerian for kicking some enthusiasm on me


Picture key:
Left wall - both the bottle and orange increasing in detail as they come closer to the viewer
Right wall - 2 problems caused by the transparency of the bottle
On the left wall we see example of level of detail, or lod. The lowest detail of both items are the ones seen in the foodsmix. From there i added detail in following steps:
Bottle (step 0) - Basic opaque bottle (20 vertices, 36 faces)
Bottle (step 1) - The glass&liquid set transparent
Bottle (step 2) - Added 10 vertices (30 vertices, 56 faces)
Bottle (step 3) - Enabled smoothing, specularity and bump mapping
Orange (step 0) - Basic orange (22 vertices, 40 faces)
Orange (step 1) - Added 5 vertices (27 vertices, 50 faces)
Orange (step 2) - Added 15 more vertices (42 vertices, 80 faces)
Orange (step 3) - Greatly increased geometric detail (82 vertices, 160 faces)*
Orange (step 4) - Enabled smoothing, specularity and bump mapping
*as can be seen, at this point adding geometric detail no longer gives much effect.
On the right wall i placed 2 examples of problems that transparency caused on my bottle.
Problem 1:
As the blue bottle shows, the substance inside has no top surface. One can clearly see that the water is only a paint on the bottle skin and the bottle is empty from inside.
Problem 1 - Solutions:
- Make the bottle full or empty of fluid. This way the top is never seen.
- Create faces to fill the gap. This would increase the number of faces by minimum of 3 and make it more difficult to change the amount of liquid.
Problem 2:
Smaller yellow bottle shows the second problem; the bottle is single sided and transparent. Blender seems to draw the front side of the face through the back side, causing the label (and its text!) to show through the bottle. CrystalSpace propably wouldn\'t show the back of the bottle at all, since its normals point away from the camera. This would cause the bottle to look like it was cut in half. Neither of these effects are welcome.
Problem 2 - Solution:
- Make the bottle two sided. This would make it possible to set different texture on the inside of the bottle, but at the cost of efficiency - almost double the faces.
Ok, that was enough problems (and urea) for one day. Hopefully some of them get solved by time
