Sets a color shading for the region's graphics. The effect of changing this property differs by the type of region:
For FontString
s, this color overrides the normal text color (as set by FontInstance:SetTextColor()
).
For Texture
s, this color acts as a filter applied to the texture image: each color component value is a factor by which the corresponding component values in the image are multiplied. (See examples.)
Signature:
LayeredRegion:SetVertexColor(red,
green,
blue
[,
alpha])
Arguments:
red
- Red component of the color (0.0 - 1.0) (number
)green
- Green component of the color (0.0 - 1.0) (number
)blue
- Blue component of the color (0.0 - 1.0) (number
)alpha
- Alpha (opacity) for the graphic (0.0 = fully transparent, 1.0 = fully opaque) (number
)
Examples:
-- first, target an elite creature or NPC so the "gold dragon" target border appears -- then try running the following scripts: TargetFrameTexture:SetVertexColor(1,0,0) -- omits the green and blue channels from the image, giving it a red tint TargetFrameTexture:SetVertexColor(0,0,1) -- omits the red and green channels from the image: note the image is mostly black, -- as the gold color of the dragon image comes primarily from red and green channels TargetFrameTexture:SetVertexColor(0,0,0) -- omits all color channels, leaving a black shadow defined by the image's alpha channel TargetFrameTexture:SetVertexColor(1,1,1) -- removes vertex shading, returning the image to its original colors