For each type of texture (ambient, diffuse, specular, etc) assimp will return a list of textures. How do we deal with that many textures?
It seems that the number of texture binds for every model may increase drastically. It would be interesting if we were able to convert every list of a texture type into just a single texture array or map, is that possible?
Just so you can visualize, in my code I have this Material class:
class Material {
private:
Shader* shader;
Texture* diffuseMap;
Texture* specularMap;
Texture* emissiveMap;
float shineness;
public:
[...]
};
So I am trying to convert a list of textures into a single map corresponding to its type.