Honestly, I'm not sure what I'm supposed to see on these images!? The last one (the one with the animation) doesn't work for me on the desktop. I can view it on my phone though, but all I'm seeing are two bouncing planes...I'm not sure what to look out for, they look fine (albeit highly compressed) to me.
Anyway, the lighting calculation done by the default shaders doesn't depend on the number of texture stages. It just multiplies the calculated light color/intensity with the pixel after all texture stages have been blended together. If one texture is very dark or the blending mode is some unusual one, the results might not be what one expects, but I don't think that this is the case here.
Looking at your code, you:
I suggest to do this instead:
I don't think that this will change something but it's actually the way it's intended to be done and maybe your way has some effect on something that I don't see ATM.
Anyway, the lighting calculation done by the default shaders doesn't depend on the number of texture stages. It just multiplies the calculated light color/intensity with the pixel after all texture stages have been blended together. If one texture is very dark or the blending mode is some unusual one, the results might not be what one expects, but I don't think that this is the case here.
Looking at your code, you:
- create the plane/object
- compile it (not needed if you merge them anyway)
- strip it (not sure, if that's a good idea to this before calling build(), but if you merge later, it's not needed anyway)
- build it. This can be done here, but actually doesn't have to.
I suggest to do this instead:
- create the plane
- merge
- build()
- compile (if needed, actually I don't see why it should)
- strip()
I don't think that this will change something but it's actually the way it's intended to be done and maybe your way has some effect on something that I don't see ATM.