Hi, sorry for the no-answer
the problem was just that you can't have 2 different UV-Coordinates on 2 different UV layers, otherwise irrb (or irrlicht) doesn't use the second coordinates or uses them in the wrong way and you got something awful
I'm now using your billboard and transparent material stuff
I had some questions :
is it possible to make a billboard turn only for the horizontal axes and not for the vertical axe ?
for exemple I modeled a chain texture that I put on a plane. Now i'm turning around this plane. When I turn horizontally, the render is good, it seems to be real chain.
But if I turn vertically, because the plane is a good billboard, it turns the same way, and that's something i'd like to avoid
2nd question :
I'm modeling a tree. I'm using planes for the leaf.
I tried all the standard transparent material types but none of them satisfies me :
first, I got a error when exporting with trans_alphach_ref : Index error, tuple index out of range
I don't understand what does it mean but I red the manuel ("If the alpha channel value is greater than 127, a pixel is written to the target, otherwise not"
i didn't understand either but maybe is it the solution?
the material that is almost what I want is trans_alphach but when you have got 2 meshs with this material you can see the second one through the (normally) non-transparent part of the first one.
For example for my tree I don't see the leaf of the foreground cause I got leaf in the back ground and I see them through the leaf of the foreground
maybe there is a better material for those things?
trans_add makes the leaf transparent, i'd like solid leaf but be able to see through the hole between the leaf
screen of this problem :