How would I load two diffuse maps onto one mesh. I have a mesh with multiple sub meshes but each one of those sub meshes has a vertex buffer and I don't think that's very efficient. How could I have two diffuse maps on one mesh without having to go into 3d modeling software and merge the Uv coordinates of the two objects. I'm using directX and C++.
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The only way I can even think of accomplishing this would be to add some sort of selector data to the vertex information that would allow a custom shader to select between the two textures to be applied. This technique can be applied with a little custom code to rewrite/combine the two vertex buffers, and of course the custom shader to take the new vertex format and the two textures to be used. |
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