In fact, here's my code..
bool found;
IMaterialVar* pRenderModeVar = self->FindVar( _String(2), &found, false
);
if (!pRenderModeVar) return 0;
//if (!found) return 0;
ITexture* texture = Get_Texture(3);
if (!texture) return 0;
pRenderModeVar->SetTextureValue( texture );
On 8/5/07, Garry Newman <[EMAIL PROTECTED]> wrote:
> You need to use the IMaterialVar's stuff to get/set "$basetexture" (or
> whatever texture you want to set).
>
> garry
>
> On 8/5/07, Adam amckern McKern <[EMAIL PROTECTED]> wrote:
> > Even though i don't know if this would work, it sounds
> > logical.
> >
> > What if you copy the information to a render target
> > buffer, and give its out put to IMaterial.
> >
> > Otherwise you might need to make some transfer vmt
> > files in an engine sub folder or something and use
> > procedural texturing.
> >
> > Adam
> >
> >
> > --- [EMAIL PROTECTED] wrote:
> >
> > > This is a multi-part message in MIME format.
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > How do I bind an ITexture to an IMaterial?
> > >
> > > correct me if I'm wrong:
> > > ITexture can have stuff drawn into it (can be an RT)
> > > but it can't be drawn, while IMaterial only exists,
> > > but can be drawn into something else (as IMesh).
> > >
> > > the main thing is that I have stuff in ITexture but
> > > I want it in IMaterial
> > > --
> > >
> > >
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