Version: 2022.3
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  • C#

GL.TexCoord

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Declaration

public static void TexCoord(Vector3 v);

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 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.

using UnityEngine;

public class ExampleScript : 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.Color(new Color(1, 1, 1, 1)); GL.LoadOrtho(); GL.Begin(GL.QUADS); GL.TexCoord(new Vector3(0, 0, 0)); GL.Vertex3(0.25f, 0.25f, 0); GL.TexCoord(new Vector3(0, 1, 0)); GL.Vertex3(0.25f, 0.75f, 0); GL.TexCoord(new Vector3(1, 1, 0)); GL.Vertex3(0.75f, 0.75f, 0); GL.TexCoord(new Vector3(1, 0, 0)); GL.Vertex3(0.75f, 0.25f, 0); GL.End(); GL.PopMatrix(); } }
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