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- <html>
- <head>
- <title>Blitz3D Docs</title>
- <link rel=stylesheet href=../css/commands.css type=text/css>
- </head>
- <body>
- <h1>BrushTexture brush,texture[,frame][,index]</h1>
- <h1>Parameters</h1>
- <table>
- <tr>
- <td>
- brush - brush handle
<br />
- texture - texture handle
<br />
- frame (optional) - texture frame. Defaults to 0.
<br />
- index (optional) - texture index. Defaults to 0.
- </td>
- </tr>
- </table>
- <h1>Description</h1>
- <table>
- <tr>
- <td>
- Assigns a texture to a brush.
<br />
-
<br />
- The optional frame parameter specifies which animation frame, if any exist, should be assigned to the brush.
<br />
-
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- The optional index parameter specifies texture layer that the texture should be assigned to. Brushes have up to four texture layers, 0-3 inclusive.
- </td>
- </tr>
- </table>
- <h1><a href=../3d_examples/BrushTexture.bb>Example</a></h1>
- <table>
- <tr>
- <td>
- ; BrushTexture Example
<br />
- ; --------------------
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-
<br />
- Graphics3D 640,480
<br />
- SetBuffer BackBuffer()
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-
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- camera=CreateCamera()
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-
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- light=CreateLight()
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- RotateEntity light,90,0,0
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-
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- cube=CreateCube()
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- PositionEntity cube,0,0,5
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-
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- ; Load texture
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- tex=LoadTexture( "media/b3dlogo.jpg" )
<br />
-
<br />
- ; Create brush
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- brush=CreateBrush()
<br />
-
<br />
- ; Apply texture to brush
<br />
- BrushTexture brush,tex
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-
<br />
- ; Paint mesh with brush
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- PaintMesh cube,brush
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-
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- While Not KeyDown( 1 )
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-
<br />
- pitch#=0
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- yaw#=0
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- roll#=0
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-
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- If KeyDown( 208 )=True Then pitch#=-1
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- If KeyDown( 200 )=True Then pitch#=1
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- If KeyDown( 203 )=True Then yaw#=-1
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- If KeyDown( 205 )=True Then yaw#=1
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- If KeyDown( 45 )=True Then roll#=-1
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- If KeyDown( 44 )=True Then roll#=1
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-
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- TurnEntity cube,pitch#,yaw#,roll#
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-
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- RenderWorld
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- Flip
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-
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- Wend
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-
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- End
- </td>
- </tr>
- </table>
- <br>
- <a target=_top href=../index.htm>Index</a><br>
- <br>
- Click <a href=http://www.blitzbasic.co.nz/b3ddocs/command.php?name=BrushTexture&ref=comments target=_blank>here</a> to view the latest version of this page online</body>
- </html>
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