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Re: Vertex Colors

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Vertex Colors
From: Frank Condello <developer at chaoticbox dot com>
Date: Wed, 14 Dec 2005 16:33:54 -0500
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <328800874cbf85936b626c9b2d927a39 at pyramiddesign dot us> <a0620070abfc4ba334e7e at [10 dot 0 dot 1 dot 4]> <b7863075141cbd28afc3ae4791b95116 at pyramiddesign dot us> <a06200714bfc4dd3782d0 at [10 dot 0 dot 1 dot 4]> <3dd65603df103e3ba5ccbadc6660d259 at pyramiddesign dot us> <a06200717bfc4e91149f6 at [10 dot 0 dot 1 dot 4]> <A656087A-51F9-4F6C-8C8D-844AB1DE75A4 at chaoticbox dot com> <a06200719bfc51123ada6 at [10 dot 0 dot 1 dot 4]> <a2dd6f42c3a2e893e2de400ee56008dc at pyramiddesign dot us> <a06200702bfc5eb3c92df at [10 dot 0 dot 1 dot 4]>
On 14-Dec-05, at 10:31 AM, Joseph J. Strout wrote:

At 8:43 AM -0500 12/14/05, Joseph Nastasi wrote:

the color as the particle's lifetime increases. For me it's to simulate flames whose particles will go from yellow, orange and red to black. It's the simplest geometry, but there will be dozens in a particle system. So it sounds like I'd define a texture (Material), but instead of loading an image with a mask, I'd just update DiffuseColor.

Right -- and just to clarify the terminology a bit, this is NOT defining a texture. It's just defining a material. A material may be a texture, or it may be a solid color; in this case you want the latter.

You should be able to use both - Quesa will modulate the texture colour by the diffuse colour if the geometry is using a nullshader (which would normally be the case for smoke/fire effects). I'd hope the Material class would allow this as well, but the docs aren't clear, and I've never actually tried it myself.

Frank.
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