GL.MultiTexCoord

static function MultiTexCoord (unit : int, v : Vector3) : void

Description

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.

JavaScript
// 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 example : 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();
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public mat as Material

private flagTex as bool = true

def Update():
if Input.GetKeyDown(KeyCode.Space):
if flagTex:
flagTex = false
else:
flagTex = true

def OnPostRender():
if not 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))
else:
GL.MultiTexCoord(1, Vector3(0, 0, 0))
GL.Vertex3(0.25F, 0.25F, 0)
if flagTex:
GL.MultiTexCoord(0, Vector3(0, 1, 0))
else:
GL.MultiTexCoord(1, Vector3(0, 1, 0))
GL.Vertex3(0.25F, 0.75F, 0)
if flagTex:
GL.MultiTexCoord(0, Vector3(1, 1, 0))
else:
GL.MultiTexCoord(1, Vector3(1, 1, 0))
GL.Vertex3(0.75F, 0.75F, 0)
if flagTex:
GL.MultiTexCoord(0, Vector3(1, 0, 0))
else:
GL.MultiTexCoord(1, Vector3(1, 0, 0))
GL.Vertex3(0.75F, 0.25F, 0)
GL.End()
GL.PopMatrix()