GL.TexCoord
static function TexCoord(v: Vector3): void;
Description

Sets current texture coordinate (v.x,v.y,v.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.Color(Color(1,1,1,1)); GL.LoadOrtho(); GL.Begin(GL.QUADS); GL.TexCoord(Vector3(0,0,0)); GL.Vertex3(0.25,0.25,0); GL.TexCoord(Vector3(0,1,0)); GL.Vertex3(0.25,0.75,0); GL.TexCoord(Vector3(1,1,0)); GL.Vertex3(0.75,0.75,0); GL.TexCoord(Vector3(1,0,0)); GL.Vertex3(0.75,0.25,0); GL.End(); GL.PopMatrix(); }