<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!DOCTYPE funcs
  SYSTEM '../../../clonk.dtd'>
<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
<funcs>
  <func>
    <title>SetMeshMaterial</title>
    <category>Objects</category>
    <subcat>Display</subcat>
    <version>5.1 OC</version>
    <syntax>
      <rtype>bool</rtype>
      <params>
        <param>
          <type>string</type>
          <name>material</name>
          <desc>Name of the material to set. It needs to be loaded at engine startup, i.e. it needs to be defined in a *.material file being located in an object that was loaded.</desc>
        </param>
        <param>
          <type>int</type>
          <name>submesh</name>
          <desc>If the mesh is composed of multiple submeshes then this parameter can be used to specify the submesh whose material is to be changed.</desc>
          <optional />
        </param>
      </params>
    </syntax>
    <desc>Changes the material of the calling object's mesh at runtime.</desc>
    <examples>
      <example>
        <code><funclink>SetMeshMaterial</funclink>(&quot;Clonk_Body_EyesClosed&quot;);
<funclink>Schedule</funclink>(&quot;SetMeshMaterial(\&quot;Clonk_Body\&quot;)&quot;, 5);</code>
        <text>Makes a clonk blink.</text>
      </example>
    </examples>
    <related><funclink>GetMeshMaterial</funclink></related>
  </func>
  <author>Clonk-Karl</author><date>2010-04</date>
</funcs>
