Okay, there is a second solution I have used for multi-texturing, aside
from making multiple Shape3Ds, but it's very tricky!  What I have done in
the past to achieve the same thing (usually for a 3-D landscape for a
"Lords of Magic" like game map, where I want grass, ivy, cobblestones,
rock, shale, and other interesting textures, without making ton of
different objects) is to either prebuild a single large texturemap to
cover the whole surface, made out of the independent textures, or, if the
landscape needs to be built dynamically, dynamically cobble together the
different textures into one big texturemap on the fly, and glue it on
there.

The drawback?  Large texturemaps can take up lots of video memory!  Also,
it's not always easy to use this method -- especially for objects with
strange shapes.

This is something I hope they find a solution for, soon.  I enjoy writing
loaders, and I hate having to write a kludge everytime I run into an
object with multiple textures.

Tess Snider

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