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EntityTexture

Narta Xaymar Dirks edited this page Oct 29, 2026 · 8 revisions
Blitz3D

EntityTexture

EntityTexture:Void entity:Int32, texture:Int32, frame:Int32=0, index:Int32=0
Parameter Mode Type Default Description
entity In Int32 required Entity handle.
texture In Int32 required Texture handle.
frame In Int32 0 Frame of an animated texture. Defaults to 0.
index In Int32 0 Texture layer, 0 to 7. Defaults to 0.

Description

Puts a texture on the whole entity, replacing the one of its mesh. frame picks the frame of an animated texture and index picks the layer for multitexturing, 0 to 7, see TextureBlend. Textures made with CreateTexture or LoadTexture can be shared between any number of entities.

Differences

  • A debug build (-d) stops the program when the texture is not 0 and does not exist, see Debug handle checks.

Examples

Graphics3D 320, 240, 0, 2
SetBuffer BackBuffer()
camera = CreateCamera()
PositionEntity camera, 0, 0, -4
light = CreateLight()
RotateEntity light, 45, 45, 0
tex = CreateTexture(64, 64, 1 + 4096)
SetBuffer TextureBuffer(tex)
For y = 0 To 7
	For x = 0 To 7
		If (x + y) Mod 2 = 0 Then Color 240, 240, 240 Else Color 40, 90, 200
		Rect x * 8, y * 8, 8, 8, 1
	Next
Next
SetBuffer BackBuffer()
cube = CreateCube()
TurnEntity cube, 25, 35, 0
EntityTexture cube, tex
RenderWorld
Flip
WaitKey

Media

EntityTexture

Related Commands

EntityAlpha, EntityAutoFade, EntityBlend, EntityClass, EntityColor, EntityDepthFade 〔BlitzLLVM〕, EntityDistance, EntityFX

Home · Command Index



Differences
Language Features
BlitzBasic
Blitz3D
BlitzPlus

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