Enables/disables color tinting of reflection using entity color (1=apply entity color as tint, 0=use white for natural colors).
Takes entity (reflective entity handle), enable (1 to enable tint, 0 to disable).
Returns nothing.
3D Graphics
Parameters & Returns
Parameters
entityInt
enableInt
Returns
Void
Quick Summary
Enables/disables color tinting of reflection using entity color (1=apply entity color as tint, 0=use white for natural colors).
Takes entity (reflective entity handle), enable (1 to enable tint, 0 to disable).
Returns nothing.
Technical Exegesis...
Enables/disables color tinting of reflection using entity color (1=apply entity color as tint, 0=use white for natural colors). Takes entity (reflective entity handle), enable (1 to enable tint, 0 to disable). Returns nothing. Validates entity is reflective, sets entity.
Enables/disables color tinting of reflection using entity color (1=apply entity color as tint, 0=use white for natural colors). Takes entity (reflective entity handle), enable (1 to enable tint, 0 to disable). Returns nothing. Validates entity is reflective, sets entity.reflectionTintEnabled flag, updates reflection material baseColorFactor RGB: if tint enabled, applies entity color from b3dSetEntityColorFX to reflection material RGB (tints reflection), if tint disabled, sets RGB to white (1,1,1) for natural reflection colors. Alpha channel preserves reflection intensity from b3dSetEntityReflectionAlphaFX.
This function controls whether reflection inherits entity color as tint. Tint system: reflection material RGB can be (1) entity color (tint enabled) or (2) white (tint disabled, natural colors). enable=1: applies entity color to reflection as color multiplier/tint, creates colored reflections (blue water, green toxic liquid, red lava). enable=0: uses white (1,1,1) as multiplier, reflection shows natural scene colors without tinting. Entity color source: b3dSetEntityColorFX sets base entity color, stored in original material's baseColorFactor, this color becomes tint when tint enabled. Material behavior: reflection material baseColorFactor.xyz (RGB) = entity color if tint enabled, white if disabled. Alpha (baseColorFactor.w) always uses reflection intensity (unaffected by tint setting). Use cases: (1) Colored water (blue/green tint for ocean/swamp), (2) Magic mirrors (colored portal reflections), (3) Tinted glass (colored see-through surfaces), (4) Polluted water (brown/yellow tint), (5) Lava reflections (red/orange tint). Common pattern: water=b3dCreateReflectiveGrid(...), b3dSetEntityColorFX(water, 70, 140, 255), b3dEnableEntityReflectionTint(water, 1), b3dSetEntityReflectionAlphaFX(water, 0.6), creates blue-tinted water reflection. Natural reflections: for mirror/polished metal that should reflect true colors, use enable=0 (white tint = no color shift). Color calculation: final reflection pixel = reflection texture color * material RGB * alpha. Tint enabled: reflection texture color * entity color * alpha. Tint disabled: reflection texture color * white * alpha = natural color * alpha. Tint persistence: flag stored in entity.reflectionTintEnabled, persists until changed. Material update: immediately modifies reflection material when called (no frame delay). Entity requirement: must be reflective entity (isReflective=true). Non-reflective entities ignored. Typical patterns: water/colored liquids=tint enabled, mirrors/chrome=tint disabled. Performance: lightweight (single boolean flag + material RGB update). Related: b3dSetEntityColorFX sets entity base color (used as tint source), b3dSetEntityReflectionAlphaFX controls reflection visibility (alpha), both work together with tint for full reflection appearance control.