# SetObjectImage

## Description

Sets all meshes in this object to use this image when rendering. You can set textures separately for each mesh by using SetObjectMeshImage. Each mesh can have up to 8 images assigned to it in the texture stages 0 to 7. If you are unsure of which texture stage to use, place the image in stage 0. Texture stages can be used to assign multiple images to a mesh, for example you might put the base (diffuse) texture in stage 0, a normal map in stage 1, and a light map in stage 2. The shader used to draw this object can then combine the various textures into a pixel value to show on the screen. Using an image value of 0 for a particular texture stage removes any assigned image from that stage.

## Definition

SetObjectImage( objID, imageID, texStage )

void agk::SetObjectImage( UINT objID, UINT imageID, UINT texStage )

## Parameters

- objID - The ID of the object to modify.
- imageID - The ID of the image to assign to this object.
- texStage - The texture stage to use for this image.