You could use a view material like this:
Code:
MATERIAL* mat_old = {
	effect ="
	texture entSkin1;
	technique old_school
	{
		pass p0 {
			Texture[0] = <entSkin1>;   
			MinFilter[0] = POINT;
			MagFilter[0] = POINT;
			MipFilter[0] = POINT;
			Texture[1] = <entSkin2>;   
			MinFilter[1] = POINT;
			MagFilter[1] = POINT;
			MipFilter[1] = POINT;
			TexCoordIndex[0] = 0;
			ColorArg1[0] = Texture;
			ColorArg2[0] = Diffuse;
			ColorOp[0] = Modulate2x;			
		}
	}
	
	";	
}

...
camera.material = mat_old;




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