My engine relies more on the materials system rather than the Blitz3D surface/brush convention. EntityColor only has an effect on certain entities like lights or projectors. Because objects are rendered in batches (and in the case of bspbrushes, collapsed) it doesn't make sense to allow a color per object. Coloring objects would be a simple way to control visuals, but it doesn't jive well with the lighting I have implemented, and even less so with shaders.
Likewise, you only use vertex colors in my engine for static mesh lighting. The Blitz3D approach was almost a wrapper for DirectX settings, and it didn't handle things like lighting very well. I've taken steps so that you don't have to write your own lighting and other systems, but it may require you to get used to a slightly different approach than Blitz3D.
Likewise, you only use vertex colors in my engine for static mesh lighting. The Blitz3D approach was almost a wrapper for DirectX settings, and it didn't handle things like lighting very well. I've taken steps so that you don't have to write your own lighting and other systems, but it may require you to get used to a slightly different approach than Blitz3D.