Hi, I'm trying to setup my voxel farm scene dynamically through code. The idea is that users can mod the terrain with ease. I've set up a new IVoxelLayer and got the texture atlas and materials working well, however I'm having some trouble with some of the material settings. I wish to have a different texture drawn on the side of my material compared to the top.
I noticed that in the Toon Terrain example the Desert Top material is a sub material of the Desert material and they have different values set for angleMin and angleMax. This is exactly the behaviour I want to recreate but when I attempt to do so in code it has no effect. I've pasted a condensed version of my code below, can you tell me if there are any steps I am missing please? I tried copying the DemoGL example as that seems to load the material data from the project.dat file but it hasn't helped.
pimpl->materialLibrary.materialCount = 3;
pimpl->materialLibrary.materialIndex = (VoxelFarm::CMaterial*)malloc(pimpl->materialLibrary.materialCount * sizeof(VoxelFarm::CMaterial));
memset(pimpl->materialLibrary.materialIndex, 0, pimpl->materialLibrary.materialCount * sizeof(VoxelFarm::CMaterial));
pimpl->materialLibrary.materialIndex.angleMin = 45;
pimpl->materialLibrary.materialIndex.angleMax = 180;
pimpl->materialLibrary.materialIndex.angleMin = -90;
pimpl->materialLibrary.materialIndex.angleMax = 90;