I hope one of the gurus here will be able to help me..
I've been looking at the command reference, trying to learn more about multitexturing and UV coords. My goal is to have a mesh that has two layers of texture that both have their own UV coordinate sets, where the top layer of texture is multiplied against the bottom. I'd want to have direct control over both sets of UV coords, not just a position/rotation per layer like you can get using Textures. There's a tiny mention of a coordinate set in VertexTexCoords, but no mention of what this does. Does anyone know how this works?
I've been looking at the command reference, trying to learn more about multitexturing and UV coords. My goal is to have a mesh that has two layers of texture that both have their own UV coordinate sets, where the top layer of texture is multiplied against the bottom. I'd want to have direct control over both sets of UV coords, not just a position/rotation per layer like you can get using Textures. There's a tiny mention of a coordinate set in VertexTexCoords, but no mention of what this does. Does anyone know how this works?