...I'm using my own object shader and I kow it wont work.

What I mean is this:

my object shader looks like this at the beginning:
Code:
sampler ColorMapSampler = sampler_state 
{ 
	Texture = <entSkin1>;
	AddressU  = Wrap; 
	AddressV  = Wrap;
	MipFilter = Linear;
	MinFilter = Linear;
	MagFilter = Linear;
}; 

sampler NormalMapSampler = sampler_state
{ 
	Texture = <entSkin2>;
	AddressU  = Wrap; 
	AddressV  = Wrap;
	MipFilter = Linear;
	MinFilter = Linear;
	MagFilter = Linear;
};


So I've got 2 texture samplers. One for the actual texture (entity skin1) and one for the normal map (entity skin2)

The problem is that I can't just use multiple texters for one texture sampler.

this means for every texture and for every normal map I would have to create a sampler.

And if the number of textures is dynamic this just won't work frown


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