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I thought about this agian, and I'd have to double all my model textures
just to use one with my shader wouldn't I?  Cause if I remember correctly
models compile using the graphic file name, so I can't just have it use a
different .vmt file, cause its pretty much bound to the .vtf name isn't it?
So in essence this method sucks just for toggling my own Shader with valve's
VertexLitGeneric.

On 12/31/06, Teddy <[EMAIL PROTECTED]> wrote:
>
> You can't set more than one material to override per render pass. What
> you can do instead is make multiple skins on the model, then set the
> m_nSkin accordingly. Here's how to setup the model:
> http://developer.valvesoftware.com/wiki/Multiple_Skins_for_a_Single_Model
>
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