Any update on this?

On 1/2/07, Joel R. <[EMAIL PROTECTED]> wrote:
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Well, see thing is I wanted a different solution so I could toggle different
shaders (of the same texture) on a model.  But my models happen to have 2
different materials they use. It would be nice to be able to grab a specific
material pointer from a model and change the Shader it uses.

My temporary method is to use SetShaderAndParams on the material "index",
which changes the material Params globally across all models using the same
materials.  However, there is a function in
IStudioRender.h"GetMaterialList" that gives you a list of materials
the model has.  If its
possible to get the list, it should be possible to alter it.  I guess we
need Valve to allow us access to this list and be able to alter it.  Maybe
something like ForceOverride( int index, IMaterial *pMat ) which runs on the
models studiorender class.  That would be very handy =).



On 1/2/07, Andrew (Bromfitsen) <[EMAIL PROTECTED]> wrote:
>
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> Isn't that why skin groups were supposed to solve?  Having multiple
> textures
> for a model, especially considering the fact that models can use their own
> skins when in code you just set the skin group number, that's a fairly
> good
> solution.  On the topic of texture memory, wouldn't you cache just as many
> textures be having the model specify its own alternate skins as you would
> if
> you explicitly told it to do that in code?  Or is it the case that models
> don't share cached materials and use unique instances?  Plus give Teddy
> some
> credit too, Dystopia isn't exactly a small mod, and he's defiantly got
> some
> good insights into the SDK himself.
> --
>
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