i'm currently trying to figure out how i can export a Blender scene (let's say a ground mesh and a tree mesh) and load it into irrlicht.
What works for me is having a single mesh (ground and tree joined in Blender), one UV map, a color texture and a lightmap texture together with irrlicht's EMT_LIGHTMAP material type. But this would required a really large texture for a forest scene.
So how can i use multiple textures per mesh, e.g. a texture for the tree's trunk and a different for the leafs? And how do i handle multiple meshes, not joined in Blender.
Additionally, if i use multiple UV maps in Blender (one for the color texture, a different for the lightmap) with two materials, the textures are not applied correctly to the mesh in irrlicht.
Can anyone point me to a tutorial about irrlicht's material, texture, UV map concepts? I think i simply don't get the whole material and texture handling with respect to meshes, mesh buffers, scene nodes and so on.

Ideally i would like to model a forest in Blender, use different textures / UV maps for the meshes and a combined texture / UV map for the lightmap. But i don't know if this is even possible.
Thanks
Andreas