TexCoord3(float, float, float)
Sets current texture coordinate (x,y,z) for all texture units.
Read time 1 minuteLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
public static void TexCoord3(float x, float y, float z)
Parameters
Remarks
In OpenGL this matches for all texture units or when no multi-texturing is available. On other graphics APIs the same functionality is emulated.
glMultiTexCoordglTexCoordThe 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{ // Draws a Quad in the middle of the screen and // Adds the material's Texture to it. Material mat; 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); GL.TexCoord3(0, 0, 0); GL.Vertex3(0.25f, 0.25f, 0); GL.TexCoord3(0, 1, 0); GL.Vertex3(0.25f, 0.75f, 0); GL.TexCoord3(1, 1, 0); GL.Vertex3(0.75f, 0.75f, 0); GL.TexCoord3(1, 0, 0); GL.Vertex3(0.75f, 0.25f, 0); GL.End(); GL.PopMatrix(); }}