Slow would be writepixelfast and readpixel fast.
What i'd do is create a triangle mesh. Entitycolor it the colour i need, and scale it the scale i need. Then, renderworld, readpixel on the triangle and copy the whole thing onto the texture. Obviously missing any black pixels, and manually writeing the alpha info at the same time.
I'd say about 0.3 secs per triangle tops. Depends on the size of course. Very large triangles will take alot more time.
What i'd do is create a triangle mesh. Entitycolor it the colour i need, and scale it the scale i need. Then, renderworld, readpixel on the triangle and copy the whole thing onto the texture. Obviously missing any black pixels, and manually writeing the alpha info at the same time.
I'd say about 0.3 secs per triangle tops. Depends on the size of course. Very large triangles will take alot more time.