how to install :
1/ go to your blitz3d installation
2/ rename blitz3d.exe as blitz3d.exe.bck
3/ rename the bin directory to bin.bck
4/ decompress the archive in your blitz3d folder
5/ run blitz3d as you did before.



GetBrush[]
-> GetBrushBlend%(brush)
-> GetBrushRed#(brush)
-> GetBrushGreen#(brush)
-> GetBrushBlue#(brush)
-> GetBrushAlpha#(brush)
-> GetBrushShininess#(brush)
-> GetBrushFx%(brush)



GetVertex[]
-> CountVertexBones%(surface, index); returns the bone count set on the specified vertex
-> VertexBone%(surface, index, boneIndex); (boneindex in the range 0 to 3) -> returns the bone Identifier from the surface bones list
(this is not really usefull as long as there is no function that require this bone index ATM)
-> VertexWeight#(surface, index, boneIndex); // // -> returns the rate the bone affect this vertex
// Thoose 3 functions below check is the entity has bones. If not, it returns the coordinates of the vertex in world space.
// Else, it returns the vertex coords multiply by the bones transforms.
// As long as the internal function is a bit maths intensive, it's not the fastest function in the world, but it should be faster than anything you might want to code in Blitz3D to get the same result. So, for what it is, it is IMHO the fastest function to get animated vertex coords. (but you can fill it's not ... then leave a comment, I'll be glad to discuss about that)
-> VertexRiggedX#(mesh, surface, vertexIndex); returns the real coordinates of the vertex (support animation) /!\ returned coordinates are "world" coordinates.
-> VertexRiggedY#(mesh, surface, vertexIndex);
-> VertexRiggedZ#(mesh, surface, vertexIndex);


Setting bones:
-> CreateBones(mesh); extract bones from current hierarchy of the specified mesh
you must create the hierarchy before using this function, else it won't do anything.
(see exemple below)
-> setBone(surface, index, vertex_boneindex, hierarchy_boneindex [, weight#, normalize_weights%=0])
set the bone and weight of a vertex.
vertex_boneindex can be in the range [0,3], each vertex can support up to 4 bones, but remember that all bones set on a vertex won't be used until all previous boneindex are used. (it means that if I set a bone for index 2 and nothing for 0 and 1, the vertex won't be affected by this bone)



Rendering:
-> RenderToTexture(texture [,frame=0] [,tween#=1.0])
render the world directly on the specified texture.
/!\ You need to use a texture created with CreateTexture with the flag 1024 to allow graphics to be drawn on the texture canvas ! 


