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Object render, part 5

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.

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