Returns vertex green color component (0-255 integer).
Takes mesh (surface-based mesh entity), surface (surface handle, 0-based), vertexIndex (vertex number, 0-based).
Returns green component as integer (0-255) or 255 on error.
3D Graphics
Parameters & Returns
Parameters
meshInt
surfaceInt
vertexIndexInt
Returns
Int
Quick Summary
Returns vertex green color component (0-255 integer).
Takes mesh (surface-based mesh entity), surface (surface handle, 0-based), vertexIndex (vertex number, 0-based).
Returns green component as integer (0-255) or 255 on error.
Technical Exegesis...
Returns vertex green color component (0-255 integer). Takes mesh (surface-based mesh entity), surface (surface handle, 0-based), vertexIndex (vertex number, 0-based). Returns green component as integer (0-255) or 255 on error. Validates mesh exists, type is ENTITY_MESH, is surface-based, surface index valid, and vertex index valid. Converts internal float color (0.0-1.0) to integer: (int)(color.y * 255.0f).
Returns vertex green color component (0-255 integer). Takes mesh (surface-based mesh entity), surface (surface handle, 0-based), vertexIndex (vertex number, 0-based). Returns green component as integer (0-255) or 255 on error. Validates mesh exists, type is ENTITY_MESH, is surface-based, surface index valid, and vertex index valid. Converts internal float color (0.0-1.0) to integer: (int)(color.y * 255.0f). Returns 255 if: invalid mesh, not surface-based, invalid surface, vertex index out of range (255 = white/full intensity, error default).
This function retrieves vertex green color component for vegetation/terrain coloring. Vertex colors multiply with textures: final_color = vertex_color x texture_color. Green component range: 0 = no green (black/cyan/red/blue/magenta), 255 = full green intensity. Internal storage: color.y as float (0.0 to 1.0), converted to 0-255 integer on query. Return value 255 ambiguous (could be full green or error) - validate separately. Use cases: (1) Vegetation coloring (green tint for grass/trees), (2) Health indicators (green = healthy, red = damaged), (3) Height-based coloring (green valleys, white peaks), (4) Vertex painting (artistic per-vertex colors), (5) Procedural biome colors (desert brown, forest green). Common pattern: For i=0 To b3dCountVertices(mesh, surf)-1, r=b3dVertexRed(mesh, surf, i), g=b3dVertexGreen(mesh, surf, i), b=b3dVertexBlue(mesh, surf, i), brightness = (r+g+b)/3, If brightness < 50 Then Print "Dark vertex". Default color: b3dAddVertex sets (255, 255, 255) white - no tinting, full brightness. Color multiplication example: vertex (64, 255, 128) x texture (200, 100, 200) = final (50, 100, 100) after normalization (divide by 255). Vertex color setting: b3dVertexColor(mesh, surf, i, r, g, b, a) to modify. RGB standard: 8-bit per channel (0-255), 16.7 million colors total (24-bit RGB). Typical green values: 255 = vibrant green (grass), 128 = muted green (forest), 64 = dark green (deep forest), 0 = no green (magenta/blue). Use cases: terrain texture blending (interpolate between grass/rock by green intensity), team identification (green team), environmental effects (toxic green glow). Alternative: use texture colors only, apply tint via material system, shader-based coloring. Precision: integer from float conversion, rounding may occur. Performance: fast array access and conversion. Render impact: vertex colors processed per-vertex (cheap), interpolated across triangle during rasterization.