- Wed Aug 12, 2015 6:36 pm
What I can tell you is: there is an SDK function for retrieving the active texture while reading an MXM; if it returns a map, then the plugin makes that one active. I am aware of what I consider a design oversight in MXED, in that as far as I know, it provides no method (the plugin's material editor does) for setting the active texture to "none", but I am not aware of it arbitrarily deciding to set a map as active. But given your description, that would be the only possibility, so I'm going to look into it.
Next Limit Team