I would create for each cube two dummy skins and assign to 3 quads skin1 and to 3 other quads skin2. Then, I would create two materials for each entity (!), store the pointers in two skills (for later use) and assign these two materials via ent_mtlset to entSkin1 and entSkin2. Since each material can hold up to 4 BMAP* pointers which are accessible through mtlSkin1 ... mtlSkin4 in a shader, you can store 3 BMAP*s in Material 1 and 3 BMAP*s in Material 2 to cover all sides of your cube. Then, you write 2 shaders for the two segments of the cube (with 3 quads each), which map the mtlSkin1...mtlSkin3 to the sides of the cube, by evaluating the normals and blending accordingly (one pass; 3 texture fetches per pixel) or by writing 3 passes (one pass for each side, thus only one texture fetch per pixel). Thats it.
Last edited by HeelX; 08/14/12 19:52.