so I'm quite the noob when it comes to texture based things...
how would I apply a material that contains more than 1 texture to an object??
my current code:
if SDType=="_Mesh": __GL.glLineWidth(1.0) MaterialName,AddOn,MatColors,Textures,R1,R2 = Libs[SDData1] if type(SDData1)==int else [ "UMC_Def_Mat", '', [[1.0,1.0,1.0,1.0],[1.0,1.0,1.0,1.0],[0.5,0.5,0.5,1.0],[0.0,0.0,0.0,0.0],25.0], , ,  ] MAR,MAG,MAB,MAA = MatColors MDR,MDG,MDB,MDA = MatColors MSR,MSG,MSB,MSA = MatColors MER,MEG,MEB,MEA = MatColors MSV = MatColors #call from pre-defined textures here #glBindTexture(GL_TEXTURE_2D, __GL_TEX ) for TexName,TexParams,ImageName in Textures: # Apply Texture(s) __GL.glTexEnvf(__GL.GL_TEXTURE_ENV, __GL.GL_TEXTURE_ENV_MODE, __GL.GL_MODULATE)
the UV's are handled using glMultiTexCoord2f() for 8 UV channels.
however, the model only uses 1 channel. meaning the material does all the work.
there IS a known problem with the structuring because finding info is hard and people don't like to help...
so I'm asking here to hopefully get somewhere >_>
any and all help is much appreciated ;)
thank you :)