   Add second uv coordinate
  HelloI have made some models in 3dsmax which I export whit panda. Besides the regular uv texture coordinate I want to add a second coordinate pair which is going to be consistent over parts of the object. How do I do this?   
  i dont think you can apply multiple textures to one face of an object at different parts, you should try to draw the texture so that the seperate parts will me mapped over the different parts of the object, or you could split your object up into different triangles each one or set of quads mapped with a different texture, but im a noob with dx9 so maybe theres a method i haven't learnt yet   ;Quote:Original post by LordFallouti dont think you can apply multiple textures to one face of an object at different parts, you should try to draw the texture so that the seperate parts will me mapped over the different parts of the object, or you could split your object up into different triangles each one or set of quads mapped with a different texture, but im a noob with dx9 so maybe theres a method i haven't learnt yetThe reason to have multiple coordinates is for the shader. I nead one coordinate pair for the texture and another pair for other processing.[Edited by - Xmon on June 22, 2006 9:19:42 AM];  Maybe the question should be: Does anyone know if the x-file format support secondary uv-coordinates? Maybe I could work it out whit MeshVertexColors instead? I simply nead to know the best way to assign a second coordinate to a mesh.[Edited by - Xmon on June 22, 2006 1:48:19 PM];  It's not problem to add multiple coords to the x-mesh. Question is:- do you need second coordinates to have different mapping then first coords layer? If so, then you should in 3DSMax apply UVW Map modifier (or another modifier intended for texture mapping) and in the "Map Channel" parameter assign appropriate layer number... 2 or higher. Note that 3DSMax exports texture name infos only for first texture layer. Texture name info for higher layers you should handle yourself.- but if you want same texture mapping for all layers than for adding additional layer the most straightforward solution is to useID3DXBaseMesh::CloneMeshFVF()or betterID3DXBaseMesh::CloneMesh()[Edited by - JokerX on June 23, 2006 4:02:41 AM]