Now i get it.
But unfortunately I don’t know of anything like that neither.
What you could do is putting the factors into properties assigned to the models. Then, in your application (not the exporter) apply the values found in the properties.
Let me rephrase that.
Exporter reads factors and saves them as tags whatever on the models.
In your application you read the tags and do appropriate actions (texture stage settings).
Panda doesn’t provide a “texture factor” like that built-in, so it’s not supported by the egg syntax. You can do it if you write your own shader, but Panda doesn’t know about that, of course.
To make that work, you’ll have to read the texture factor from some external source and apply it yourself.
I think you will need to use another TextureStage, with a CMInterpolate mode, to blend two different textures with a programmable factor, without using a shader.
But you’re right, it can be done. It’s kind of expensive to have to throw a whole TextureStage at the problem, though (without shaders, you’re typically limited to either 2 or 4 TextureStages on a given node, depending on your graphics card).
I’ve settled on exporting meshes and textures as is.
My exporter is now generating CG shader file to mix textures as expected… adding a tag to node so it knows what to load.
Currently just worked out for single point or directional light. Will add the rest as I need them.
Panda really does some work for you loading in the egg, i dont even have to worry about sending uniforms and whatnot as panda is sending the textures and uvs to shader without any coding on my part.