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GL.TexCoord

public 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 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。

	// 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();
	}