Just for clarification. This means if i need bump and heightmap i have to prepare my model as followed:
skin1 = texture (e.g. stone)
skin2 = bumpmap stone
skin3 = heightmap stone
skin4 = texture (e.g wood)
skin5 = bumpmap wood
skin6 = heightmap wood
...
(here the others)
Then i apply the shaders with:
ent_mtlset(my,<shader>,1) apply shader to stone
ent_mtlset(my,<shader>,4) apply shader to wood
...
apply shader to the other skins (e.g. roof ...)
in the shader i access the bumpmap and heightmap with entSkin2 and entSkin3.
Is this the intended approach for ent_mtlset?