Hi,
Yeah, its a memory thing. Each set of tex coords takes up 2 floats=8 bytes, so increasing UVs from 2 to 8 would increase the size of each vertex by 48 bytes, which would eat up a considerable amount of vidmem for scenes with complex meshes.
Whats really needed is a way for different meshes to have differing numbers of tex coord sets, but this is non-trivial.
Yeah, its a memory thing. Each set of tex coords takes up 2 floats=8 bytes, so increasing UVs from 2 to 8 would increase the size of each vertex by 48 bytes, which would eat up a considerable amount of vidmem for scenes with complex meshes.
Whats really needed is a way for different meshes to have differing numbers of tex coord sets, but this is non-trivial.