Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit.
In OpenGL this matches glMultiTexCoord for the given texture unit
if multi-texturing is available. On other graphics APIs the same
functionality is emulated.
The Z component is used only when:
1. You access a cubemap (which you access with a vector coordinate, hence x,y & z).
2. You do "projective texturing", where the X & Y coordinates are divided by Z to get the final coordinate. This would be mostly useful for water reflections and similar things.
This function can only be called between GL.Begin and GL.End functions.
// Changes between two textures assigned to a material
// When pressed space
var mat : Material;
private var flagTex : boolean = true;
function Update() {
if (Input.GetKeyDown(KeyCode.Space)) {
if(flagTex) {
flagTex = false;
} else {
flagTex = true;
}
}
}
function OnPostRender() {
if (!mat) {
Debug.LogError("Please Assign a material on the inspector");
return;
}
GL.PushMatrix();
mat.SetPass(1);
GL.LoadOrtho();
GL.Begin(GL.QUADS);
if (flagTex) {
GL.MultiTexCoord(0,Vector3(0,0,0)); // main texture
} else {
GL.MultiTexCoord(1,Vector3(0,0,0)); // second texture
}
GL.Vertex3(0.25,0.25,0);
if (flagTex) {
GL.MultiTexCoord(0,Vector3(0,1,0));
} else {
GL.MultiTexCoord(1,Vector3(0,1,0));
}
GL.Vertex3(0.25,0.75,0);
if (flagTex) {
GL.MultiTexCoord(0,Vector3(1,1,0));
} else {
GL.MultiTexCoord(1,Vector3(1,1,0));
}
GL.Vertex3(0.75,0.75,0);
if (flagTex) {
GL.MultiTexCoord(0,Vector3(1,0,0));
} else {
GL.MultiTexCoord(1,Vector3(1,0,0));
}
GL.Vertex3(0.75,0.25,0);
GL.End();
GL.PopMatrix();
}
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Material mat; private bool flagTex = true; void Update() { if (Input.GetKeyDown(KeyCode.Space)) if (flagTex) flagTex = false; else flagTex = true; } void OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); mat.SetPass(1); GL.LoadOrtho(); GL.Begin(GL.QUADS); if (flagTex) GL.MultiTexCoord(0, new Vector3(0, 0, 0)); else GL.MultiTexCoord(1, new Vector3(0, 0, 0)); GL.Vertex3(0.25F, 0.25F, 0); if (flagTex) GL.MultiTexCoord(0, new Vector3(0, 1, 0)); else GL.MultiTexCoord(1, new Vector3(0, 1, 0)); GL.Vertex3(0.25F, 0.75F, 0); if (flagTex) GL.MultiTexCoord(0, new Vector3(1, 1, 0)); else GL.MultiTexCoord(1, new Vector3(1, 1, 0)); GL.Vertex3(0.75F, 0.75F, 0); if (flagTex) GL.MultiTexCoord(0, new Vector3(1, 0, 0)); else GL.MultiTexCoord(1, new Vector3(1, 0, 0)); GL.Vertex3(0.75F, 0.25F, 0); GL.End(); GL.PopMatrix(); } }
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