...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:
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