Sets current texture coordinate (x,y,z) for all texture units.
In OpenGL this matches glMultiTexCoord for all texture units or glTexCoord
when no 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.
// Draws a Quad in the middle of the screen and
// Adds the material's Texture to it.
var mat : Material;
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);
GL.TexCoord3(0,0,0);
GL.Vertex3(0.25,0.25,0);
GL.TexCoord3(0,1,0);
GL.Vertex3(0.25,0.75,0);
GL.TexCoord3(1,1,0);
GL.Vertex3(0.75,0.75,0);
GL.TexCoord3(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; 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); GL.TexCoord3(0, 0, 0); GL.Vertex3(0.25F, 0.25F, 0); GL.TexCoord3(0, 1, 0); GL.Vertex3(0.25F, 0.75F, 0); GL.TexCoord3(1, 1, 0); GL.Vertex3(0.75F, 0.75F, 0); GL.TexCoord3(1, 0, 0); GL.Vertex3(0.75F, 0.25F, 0); GL.End(); GL.PopMatrix(); } }
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