First off, thank you both. Second, I'm sorry, I should have just actually coded it rather than dry coded it and actually taken a screenshot. I've done both:
Lua Code:
local a = CreateFrame('Statusbar', nil, UIParent)
a:SetSize(100, 20)
a:SetPoint('CENTER', 0, -200)
a:SetStatusBarTexture('Interface\\AddOns\\tMinimap\\Texture')
a:SetMinMaxValues(0, 1)
a:SetValue(0.5)
a:SetStatusBarColor(1, 0, 0)
local b = CreateFrame('StatusBar', nil, UIParent)
b:SetSize(100, 20)
b:SetPoint('CENTER', 0, -230)
b:SetMinMaxValues(0, 1)
b:SetValue(1)
b.texture = b:CreateTexture(nil, 'BORDER')
b.texture:SetAllPoints()
b.texture:SetTexture('Interface\\AddOns\\tMinimap\\Texture')
b.texture:SetColorTexture(1, 0, 0)
b:SetStatusBarColor(g.texture)
local c = CreateFrame('Frame', nil, UIParent)
c:SetSize(100, 20)
c:SetPoint('CENTER', 0, -260)
c.texture = c:CreateTexture(nil, 'BORDER')
c.texture:SetAllPoints()
c.texture:SetTexture('Interface\\AddOns\\tMinimap\\Texture')
c.texture:SetColorTexture(1, 0, 0)
which generates this:
It turns out, despite it being a perfect white in photoshop (eyedrop says #FFFFFF), that texture is somehow displaying colors differently, but only when using :SetStatusBarTexture? When I use "Interface/BUTTONS/WHITE8X8" all three colors are the exact same.
I guess the question still stands then, why would a texture appear differently when using SetStatusBarTexture(direct texture file) and SetStatusBarColor vs SetStatusBarTexture(Some texture set to the direct texture file) and SetColorTexture?