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GL.MultiTexCoord

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public static function MultiTexCoord(unit: int, v: Vector3): void;
public static void MultiTexCoord(int unit, Vector3 v);

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 functionality is emulated.

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.

This function can only be called between GL.Begin and GL.End functions.

	// 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(); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Material mat; private 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.MultiTexCoord(0, new Vector3(0, 0, 0)); else GL.MultiTexCoord(1, new Vector3(0, 0, 0)); GL.Vertex3(0.25F, 0.25F, 0); if (flagTex) GL.MultiTexCoord(0, new Vector3(0, 1, 0)); else GL.MultiTexCoord(1, new Vector3(0, 1, 0)); GL.Vertex3(0.25F, 0.75F, 0); if (flagTex) GL.MultiTexCoord(0, new Vector3(1, 1, 0)); else GL.MultiTexCoord(1, new Vector3(1, 1, 0)); GL.Vertex3(0.75F, 0.75F, 0); if (flagTex) GL.MultiTexCoord(0, new Vector3(1, 0, 0)); else GL.MultiTexCoord(1, new Vector3(1, 0, 0)); GL.Vertex3(0.75F, 0.25F, 0); GL.End(); GL.PopMatrix(); } }
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