Legacy Documentation: Version 2018.1 (Go to current version)
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GL.MultiTexCoord3

public static void MultiTexCoord3(int unit, float x, float y, float z);

Description

Sets current texture coordinate (x,y,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.

no example available in C#

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