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GL.MultiTexCoord

public 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 機能性を持つものです。 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. この関数はGL.BeginとGL.End関数の間で呼び出すことができます。

	// 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();
	}