I need to be able to change the texture of different faces on a mesh or cube scenenode. Does that mean that each face has to be a seperate scenenode? Or should I figure out a way to dynamically create a uvmap texture?
You don't need a separate scene node, just separate meshbuffers. E.g. by grouping faces and exporting via .obj format. Or you use a texture atlas and advanced texture coords. Of course it's not that far then to completly dynamically generated texture coords.
Ok I got that working, but the texture is all black even when I turned off lighting for the scenenode. I am not scaling it either and I tried normalize normals anyway.
nm it was a problem with the exporter I was using in deled. After exporting, some of them still only show one meshbuffer. .x format shows 6 meshbuffer but the texturing is all messed up. .b3d works great.