Lord Crc - 2007-04-03

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In order to possibly have a different texture matrix for the normal texture, I suggest the vertex shader is modified to use the second texture matrix if the Texture2Name of the base material is set. This would result something like the following vertex shader code:

Add(' gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; ');
if UseSecondaryMatrix then
Add(' gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord0; ')
else
Add(' gl_TexCoord[1] = gl_TexCoord[0]; ');

This would cause the normal texture to be bound twice, but I don't think that's a huge issue?