ok, I had to rush last time, sorry. to clarify, or explain at all, how/ware this will be used. currently all POFs have a texture chunck, after this gets implemented, there will also be an optional material chunck, each material in the pof will consist of a material name (a reference to the material table) and a list of up to eight textures (either file names or index into a seperate TXTR chunck still present) to be used by the material. within the material table there will be an identifier, texture[0-7], that can be used within a rendering step, (additionaly, I intend there to be a section within the material table that would allow you to load sevral sort of global textures)
now... each material in the table, will consist of sevral instances, an instance is one posable implementation of the material, many materials will have only one or two instances, the purpose of this is to allow a coder/artist to define fall back behavior. if a user's hardware cannot suport some critical opperation needed by a material the coder/artist will have an alternate method already programed.
each instance will consist of one or more passes. not all effects are posable within one pass, some times you need to work it out over the course of two or three additive passes.
finaly each pass may have up to eight rendering steps (d3d notation texture stages, OGL notation TMU (I beleive)). each of these will allow a coder/artist to determine what textures go were and how colors or textures (ect) are going to be applyed together.
additionaly, a render pass will have properties that are more to do with how the material is drawen, like alpha blending or z buffer opptions.