I have a mesh which has been loaded from an external resource, and I need to be able to apply 2 different materials / textures to 2 different “surfaces” on the mesh. So picture a cube mesh, where the 2 triangles representing one face of the cube displays picture A, and another face displays picture B.
The textures are determined at runtime so trying to do a wrapped texture is not an option.
I have all the code working to be able to calculate the UV’s for any given vertex on the face; the piece I can’t seem to figure out is how to set up the vertex elements with your (somewhat confusing / inscrutable) MappingMode and ReferenceMode paradigms.
Is there any chance you have any, or could write, some example code showing how to build a simple cube, and apply 2 different materials / textures to 2 different faces on the cube? It would be INCREDIBLY helpful. All my outputs are in GLB, if that makes a difference.