MultiTexCoord3(int, float, float, float)
Sets current texture coordinate (x,y,z) to the actual texture unit.
Read time 1 minuteLast updated 6 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
public static void MultiTexCoord3(int unit, float x, float y, float z)
Parameters
Remarks
In OpenGL this matches for the given texture unit if multi-texturing is available. On other graphics APIs the same functionality is emulated.
glMultiTexCoordThe 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.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // Changes between two textures assigned to a material // When pressed space Material mat; 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.MultiTexCoord3(0, 0, 0, 0); // main texture } else { GL.MultiTexCoord3(1, 0, 0, 0); // second texture } GL.Vertex3(0.25f, 0.25f, 0); if (flagTex) { GL.MultiTexCoord3(0, 0, 1, 0); } else { GL.MultiTexCoord3(1, 0, 1, 0); } GL.Vertex3(0.25f, 0.75f, 0); if (flagTex) { GL.MultiTexCoord3(0, 1, 1, 0); } else { GL.MultiTexCoord3(1, 1, 1, 0); } GL.Vertex3(0.75f, 0.75f, 0); if (flagTex) { GL.MultiTexCoord3(0, 1, 0, 0); } else { GL.MultiTexCoord3(1, 1, 0, 0); } GL.Vertex3(0.75f, 0.25f, 0); GL.End(); GL.PopMatrix(); }}