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.
// 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(); }
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.Color(new Color(1, 1, 1, 1)); GL.LoadOrtho(); GL.Begin(GL.QUADS); GL.TexCoord(new Vector3(0, 0, 0)); GL.Vertex3(0.25F, 0.25F, 0); GL.TexCoord(new Vector3(0, 1, 0)); GL.Vertex3(0.25F, 0.75F, 0); GL.TexCoord(new Vector3(1, 1, 0)); GL.Vertex3(0.75F, 0.75F, 0); GL.TexCoord(new Vector3(1, 0, 0)); GL.Vertex3(0.75F, 0.25F, 0); GL.End(); GL.PopMatrix(); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public mat as Material def OnPostRender() as void: if not 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(0.25F, 0.25F, 0) GL.TexCoord(Vector3(0, 1, 0)) GL.Vertex3(0.25F, 0.75F, 0) GL.TexCoord(Vector3(1, 1, 0)) GL.Vertex3(0.75F, 0.75F, 0) GL.TexCoord(Vector3(1, 0, 0)) GL.Vertex3(0.75F, 0.25F, 0) GL.End() GL.PopMatrix()