The brush pipe idea sounds interesting as it'd support tilt.  That'd
be useful for modelling textures that have larger features than
the tool size.  I could see the benefit there for simulating drawing
on corrugated cardboard.  For finer textures (i.e. paper) one mask is fine.  
The texture code would modify the brush mask at runtime using the current
texture and pressure.  Higher pressure desposits more pigment into the
deeper crevases of the texture.  Is there a practical benefit for storing
multiple copies of a texture for differing amounts of pressure inside a
brush pipe file?

- David

On 6 Feb 2001, Jens Lautenbacher wrote:

> "David A. Bartold" <[EMAIL PROTECTED]> writes:
> > I dug into the paint core to see what needs to be changed to support
> > drawing on textured media.  Here's the basic modifications necessary:
> > 
> >   * enum BrushApplicationHardness:
> >     Add a new value "TEXTURE" which applies both pressure and
> >     texture to a brush mask.  It doesn't make sense to apply
> >     only texture.  Rationale: much of the realism afforded by
> >     textures is due to the interaction between them and the
> >     pressure an artist exerts on the medium.
> I don't know how your stuff will work, and how you "apply pressure" in
> your code. but, as I wrote in my other post, using a brushpipe for the
> textures would maybe help with this, too as you could use changing
> textures with regard to the pressure applied (or e.g. tilt)
>         jtl

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