+
+ int ntex = std::min((int)textures.size(), 8); // TODO: use max texture units
+ for(int i=0; i<ntex; i++) {
+ bind_texture(textures[i], i);
+ }
+}
+
+void Material::add_texture(Texture *tex, int type)
+{
+ textures.push_back(tex);
+
+ if(type != MTL_TEX_UNKNOWN) {
+ stdtex[type] = tex;
+ }