Seriously, I would love to know a way of mapping a light map differently than the base texture.
Please! My visuals will stink otherwise!
alternatively... how would I make use of dark sdk's new found ability to load in meshes with vertex colors?
might the vertex index in the new commands indicate multiple uv sets?? if so... how would I have a light map use the second uv set??
am I correct in assuming these new functions pertain to what I'm after?
void dbSetIndexData ( int iIndex, int iValue );
void dbSetVertexDataUV ( int iVertex, int iIndex, float fU, float fV );
float dbGetVertexDataU ( int iVertex, int iIndex );
float dbGetVertexDataV ( int iVertex, int iIndex );