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brush - brush handle red# - red component of the colour, 0 to 255 green# - green component of the colour, 0 to 255 blue# - blue component of the colour, 0 to 255 |
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Sets the colour of a brush. The colour tints everything the brush is painted onto. With a texture in the brush the two multiply together, so a white texture painted with a red brush comes out red - handy for team colours or damage tints from a single grey-scale texture. New brushes start white (255,255,255), which leaves textures unchanged. The brush colour is ignored wherever vertex colours are switched on with BrushFX/EntityFX flag 2. As with all brush settings, only geometry painted after the change picks it up - repaint to apply a new colour. See also: CreateBrush, BrushAlpha, EntityColor, PaintMesh, BrushFX. |
; BrushColor Example
; ------------------
Graphics3D 640,480,0,2
SetBuffer BackBuffer()
camera=CreateCamera()
light=CreateLight()
RotateEntity light,45,45,0
; A crate to paint. A brush is a 'paint recipe' applied with PaintEntity.
crate=CreateCube()
PositionEntity crate,0,0,5
brush=CreateBrush()
red=0
green=120
blue=255
While Not KeyDown(1)
; Keys 1/2, 3/4 and 5/6 lower/raise the red, green and blue values
If KeyDown(2) And red>0 Then red=red-5
If KeyDown(3) And red<255 Then red=red+5
If KeyDown(4) And green>0 Then green=green-5
If KeyDown(5) And green<255 Then green=green+5
If KeyDown(6) And blue>0 Then blue=blue-5
If KeyDown(7) And blue<255 Then blue=blue+5
; Set the brush colour, then repaint the crate so the change shows
BrushColor brush,red,green,blue
PaintEntity crate,brush
TurnEntity crate,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,"1/2: red 3/4: green 5/6: blue Arrows: camera Esc: exit"
Text 0,20,"BrushColor brush,"+red+","+green+","+blue
Flip
Wend
End