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[4][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[0]
MDR,MDG,MDB,MDA = MatColors[1]
MSR,MSG,MSB,MSA = MatColors[2]
MER,MEG,MEB,MEA = MatColors[3]
MSV = MatColors[4]
#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 :)