Guy, You can also do it via shaders. Your model would have texture unit 0 = diffuse texture, and tex unit 1 = thermal texture. In the application you would set a uniform that declares which texture unit to use (e.g. uniform int TexUnit). The shader could then select the texture based on the tex unit.
Although this sort of technique has a higher learning cost to you (more concepts to pick up) than scenegraph based methods, in the long term it's good exposure given today's GPU evolution... David
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