For now the texture/value option referred to in #5 is handled by having "t_value" and a "v_value" uniforms which are multiplied. When setValue is called in the Material class it should set the opposing value to 1.0 or white. For example if you call Material::setValue("value", 0.5) it should set "v_value" to 0.5 and "t_value" to the White texture.
For now the texture/value option referred to in #5 is handled by having "t_value" and a "v_value" uniforms which are multiplied. When setValue is called in the Material class it should set the opposing value to 1.0 or white. For example if you call Material::setValue("value", 0.5) it should set "v_value" to 0.5 and "t_value" to the White texture.