BrushShininess brush,shininess#
Parameters
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brush - brush handle shininess# - specular shininess, from 0.0 (matt, default) to 1.0 (shiny) |
Description
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Sets the specular shininess of a brush. Shininess adds a bright highlight where a light reflects directly towards the camera - 0 gives a matt look, 1 a polished snooker-ball gleam. Because the highlight is calculated per vertex, it looks best on medium-to-high polygon geometry; a low-poly shape shows only a vague brightening. It is the brush-level twin of EntityShininess: set it on the brush when shininess is part of a material you paint onto many things. See also: EntityShininess, BrushColor, CreateBrush, PaintMesh. |
Example
; BrushShininess Example ; ---------------------- Graphics3D 640,480,0,2 SetBuffer BackBuffer() camera=CreateCamera() ; Low ambient light makes the specular highlight stand out AmbientLight 32,32,32 light=CreateLight() RotateEntity light,45,45,0 ; A red ball to paint. A brush is a 'paint recipe' applied with PaintEntity. ball=CreateSphere(32) PositionEntity ball,0,0,4 brush=CreateBrush(255,0,0) shine#=0.5 While Not KeyDown(1) ; Press + / - to change the brush's shininess If KeyDown(13) And shine<1 Then shine=shine+0.01 If KeyDown(12) And shine>0 Then shine=shine-0.01 ; Set the brush shininess, then repaint the ball so the change shows BrushShininess brush,shine PaintEntity ball,brush TurnEntity ball,0,1,0 ; Arrow keys move the camera If KeyDown(200) Then MoveEntity camera,0,0,0.1 If KeyDown(208) Then MoveEntity camera,0,0,-0.1 If KeyDown(203) Then TurnEntity camera,0,1,0 If KeyDown(205) Then TurnEntity camera,0,-1,0 RenderWorld Text 0,0,"+ / - : change shininess Arrows: camera Esc: exit" Text 0,20,"BrushShininess brush,"+shine Flip Wend End
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