The minetest code is written to use video::S3DVertex. For example
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
int vertex_count = buf->getVertexCount();
I don't even care what the value of the extra UV is on creation since Im going to change it later, I just need to make sure the memory exists and will be passed to the shader. The vertices may actually already be S3DVertex2TCoords for all I know Im not even sure how to check since I dont know how exactly vertices are passed to shaders.
But I cant figure out where in Irrlitcht those vertices are being created. Maybe there is a way to save my mesh in Blender with an extra set of UVs and Irrlicht notices these extra uvs and uses S3DVertex2TCoords automatically?
Keep in mind the Minetest version of Irrlicht is far behind the modern version of Irrlicht.
Thank you