# EntityTexture entity,texture[,frame][,index]

# Parameters

entity - entity handle texture - texture handle frame (optional) - frame of texture. Defaults to 0. index (optional) - index number of texture. Should be in the range to 0-7. Defaults to 0.

# Description

Applies a texture to an entity.
The optional frame parameter specifies which texture animation frame should be used as the texture.
The optional index parameter specifies which index number should be assigned to the texture. Index numbers are used for the purpose of multitexturing. See TextureBlend.
A little note about multitexturing and slowdown. Graphics cards support a maximum amount of textures per object, which can be used with very little, if any, slowdown. For most cards this is two, but for a GeForce3 it is four. However, once you use more than this amount, Blitz will emulate the effect itself by duplicating objects and textures. Obviously, this may then cause slowdown.

# Example

; EntityTexture Example
; ---------------------
Graphics3D 640,480
SetBuffer BackBuffer()
camera=CreateCamera()
light=CreateLight()
RotateEntity light,90,0,0
cube=CreateCube()
PositionEntity cube,0,0,5
; Load texture
tex=LoadTexture( "media/b3dlogo.jpg" )
; Texture entity
EntityTexture cube,tex
While Not KeyDown( 1 )
pitch#=0
yaw#=0
roll#=0
If KeyDown( 208 )=True Then pitch#=-1
If KeyDown( 200 )=True Then pitch#=1
If KeyDown( 203 )=True Then yaw#=-1
If KeyDown( 205 )=True Then yaw#=1
If KeyDown( 45 )=True Then roll#=-1
If KeyDown( 44 )=True Then roll#=1
TurnEntity cube,pitch#,yaw#,roll#
RenderWorld
Flip
Wend
End

Index
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