Object colors
To render objects textures and models and their colors, first pick 16
bit or RGB method for selecting the color. There are color zones.
Basically, three dimensional textures with static fiiltering, which
translates the two dimensional picture into a polygon mesh. The
poligons are just custom triangles, but they are also triangles with
angles that have to be set as well. There are no random angles. And
most polygons have more than one color, or multiple of the similar
type. To render object colors, they have to be first properly
resolution pixel assigned.
int render_color(int object_id,, int red, int green, int blue)
{
draw(red, green, blue,object_id*10);;
return last_draw();
}
Called right after assembly assignment:
int re_fresh_resolution(int first, int second, int red, int green, int blue)
{
draw_pixel(820,640,draw(red, green, blue, 1));
return last_draw(1);
}
Along with:
class ColorNode
{
int red[100];
int blue[100];
int green[100];
public:
void render();
};
And:
void ColorNode::render()
{
for (int iterator{1{; iterator<=100; ++iterator)
{
windows[current_window-1].draw(red[iterator-1], blue[iterator-1], green[iterator-1]);
}
Starting with a simpler object, like a ball, you can render it with
one color.. Then move on to a basket ball. The one with two main
colors and a league imprintment insiginia on it. And then move on
to a humanoid head to start making a character's head and torso.
Object oriented programming is a sound and bold approach to c++ and internet wiring application and video games. It reduces a lot of code messes, made by global and half global functions. One of the more advanced object programming techniques are private access, poly morph and object message inheritance. It is set by c++ bjarne stroustrup and iso isometric standard convention comitee to use classes instead of structs and structures for making objects. Which means you most definitely should , but not must or have to. class Monster { std::string memory_attributes{}; public: void treck(); void track(); void trace(); }; The treck() function makes the monster roam and do human like jogging and trimming. track() means the monster goes ai path tracking and trace() means it tries to find other monsters in the area. class Weapon { std::string memory_attributes{}; public: void use(); }; void Weapon::use() { ...
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