Ok, I found a much easier version of this to read in C# over at the irrlicht.net CP forums.
http://irrlichtnetcp.sourceforge.net/ph ... hlight=cel
I have located why the textures do not blend, however I am not sure what to do to make them blend. In the line:
if (bCanDoGLSL_1_1) {
// Shader uses built-in OpenGL GLSL uniforms, hence needs no explicit constants.
// Therefore a callback function is not needed and is NULL.
mtlToonShader = (MaterialType)gpu.AddHighLevelShaderMaterial(
vertToonShader, "main", VertexShaderType._1_1,
fragToonShader, "main", PixelShaderType._1_1,
null, MaterialType.Solid,0);
mtlToonShader is a material type and it is listed as the shader which contains the material type of Solid. If I can change the material type to be a light map with the loaded texture being the diffuse map (1st texture) and the shader being the light map (2nd texture) that will work perfectly, however I am not sure how to do that...??
Or does the problem lie here:
if (node!=null)
{
node.SetMaterialFlag(MaterialFlag.Lighting, false);
node.SetMD2Animation (MD2Animation.Wave );
node.SetMaterialTexture( 0, driver.GetTexture("sydney.bmp") );
node.SetMaterialType(mtlToonShader); // Override material type
}
I see it set the "sydney.bmp" texture, but then it over rides the material type all together. I guess it all boils down to the question, can I use the shader that has been created as a texture that can be blended with the base texture or not??