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- <title>Blitz3D Docs</title>
- <link rel=stylesheet href=../css/commands.css type=text/css>
- </head>
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- <h1>PaintMesh mesh,brush</h1>
- <h1>Parameters</h1>
- <table>
- <tr>
- <td>
- mesh - mesh handle
<br />
- brush - brush handle
- </td>
- </tr>
- </table>
- <h1>Description</h1>
- <table>
- <tr>
- <td>
- Paints a mesh with a brush.
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-
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- This has the effect of instantly altering the visible appearance of the mesh, assuming the brush's properties are different to what was was applied to the surface before.
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-
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- The reason for using PaintMesh to apply specific properties to a mesh using a brush rather than just using EntityTexture, EntityColor, EntityShininess etc, is that you can pre-define one brush, and then paint meshes over and over again using just the one command rather than lots of separate ones.
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-
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- See also: PaintEntity, PaintSurface.
- </td>
- </tr>
- </table>
- <h1><a href=../3d_examples/PaintMesh.bb>Example</a></h1>
- <table>
- <tr>
- <td>
- ; PaintMesh Example
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- ; -----------------
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-
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- Graphics3D 640,480
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- 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")
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-
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- ; Create brush
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- brush=CreateBrush()
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-
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- ; Apply texture to brush
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- BrushTexture brush,tex
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-
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- ; And some other effects
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- BrushColor brush,0,0,255
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- BrushShininess brush,1
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-
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- ; 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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-
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- 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=PaintMesh&ref=comments target=_blank>here</a> to view the latest version of this page online</body>
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