BRTUTOR5.C
to display a revolving blue cube. Note the selected true colour mode. If you are running BRender under DOS, the following line in the hardware initialisation code selects 320 200, 15-bit true colour:
screen_buffer = DOSGfxBegin("VESA,W:320,H:200,B:15");The following three lines of code are used to apply the material described in
cube.mat
to our revolving cube:
cube_material = BrFmtScriptMaterialLoad("cube.mat"); BrMaterialAdd(cube_material); cube->material = BrMaterialFind("BLUE MATERIAL");
BrFmtScriptMaterialLoad
loads a material from a material script and returns a pointer to an initialised br_material
structure. BrMaterialAdd
adds the new material to the registry. All materials must be added to the registry before they can be used in rendering.
BrMaterialFind
searches for a material by name in the registry. You will recall that BLUE MATERIAL
was the name entered in the identifier field in the material script file cube.mat
. BrMaterialFind
returns a pointer to a br_material
(or NULL if the search was unsuccessful).
Use your text editor to experiment with the properties of BLUE MATERIAL
, or to create your own material script files.