GL.MultiTexCoord

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

Descripción

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.

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.MultiTexCoord(0, new Vector3(0, 0, 0)); // main texture } else { GL.MultiTexCoord(1, new Vector3(0, 0, 0)); // second texture } 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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