I have a mesh.b3d that contains 5 different surfaces. I can use paintSurface to apply textures to these surfaces, and it works fine - with ONE entity that I load using LoadAnimMesh.
After that I use copyEntity (also tried copyMesh) and it creates a mesh2 that has a different handle than mesh1.
Then I try to use getSurface(mesh2,1) and it returns the SAME HANDLE that mesh 1 returns with getSurface(mesh1,1). When I apply a texture to new surface... it also applies the texture to mesh1 surface...
What's wrong here? mesh1 and mesh2 are different handles, but somehow they seem to share surfaces (strange).
If I use LoadAnimMesh instead of CopyEntity/copySurface THEN also the surfaces are different for mesh1 and mesh2.
The problem with LoadAnimMesh is that it takes much more time, so I'd rather use something else.
Any ideas on how to make the surfaces under meshes independent?
After that I use copyEntity (also tried copyMesh) and it creates a mesh2 that has a different handle than mesh1.
Then I try to use getSurface(mesh2,1) and it returns the SAME HANDLE that mesh 1 returns with getSurface(mesh1,1). When I apply a texture to new surface... it also applies the texture to mesh1 surface...
What's wrong here? mesh1 and mesh2 are different handles, but somehow they seem to share surfaces (strange).
If I use LoadAnimMesh instead of CopyEntity/copySurface THEN also the surfaces are different for mesh1 and mesh2.
The problem with LoadAnimMesh is that it takes much more time, so I'd rather use something else.
Any ideas on how to make the surfaces under meshes independent?