- Begin
- ClearWithSkybox
- Clear
- Color
- End
- InvalidateState
- LINES
- LoadIdentity
- LoadOrtho
- LoadPixelMatrix
- LoadProjectionMatrix
- modelview
- MultiTexCoord2
- MultiTexCoord3
- MultiTexCoord
- MultMatrix
- PopMatrix
- PushMatrix
- QUADS
- SetRevertBackfacing
- TexCoord2
- TexCoord3
- TexCoord
- TRIANGLE_STRIP
- TRIANGLES
- Vertex3
- Vertex
- Viewport
GL.MultiTexCoord3 多重纹理坐标3
static function MultiTexCoord3 (unit : int, x : float, y : float, z : float) : void
Description描述
Sets current texture coordinate (x,y,z) to the actual texture unit.
设置纹理(x,y,z)坐标对于当前的纹理单元(多重纹理)。
In OpenGL this matches glMultiTexCoord for the given texture unit if multi-texturing is available. On other graphics APIs the same functionality is emulated.
这个函数和OpenGL中的glMultiTexCoord(多重纹理)一样。其它的图形API也有对应的功能。
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.
Z坐标用在以下情况:
1. 六面体纹理。
2. 投影纹理。Z有X,Y坐标得到。例如水面反射效果。
This function can only be called between GL.Begin and GL.End functions.
using UnityEngine;
using System.Collections;
public class example : 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.MultiTexCoord3(0, 0, 0, 0);
else
GL.MultiTexCoord3(1, 0, 0, 0);
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();
}
}
// Changes between two textures assigned to a material
// When pressed space
//当按下空格键,在两个纹理之间改变指定到一个材质
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.MultiTexCoord3(0,0,0,0); // main texture 主纹理
} else {
GL.MultiTexCoord3(1,0,0,0); // second texture 第二纹理
}
GL.Vertex3(0.25,0.25,0);
if (flagTex) {
GL.MultiTexCoord3(0,0,1,0);
} else {
GL.MultiTexCoord3(1,0,1,0);
}
GL.Vertex3(0.25,0.75,0);
if (flagTex) {
GL.MultiTexCoord3(0,1,1,0);
} else {
GL.MultiTexCoord3(1,1,1,0);
}
GL.Vertex3(0.75,0.75,0);
if (flagTex) {
GL.MultiTexCoord3(0,1,0,0);
} else {
GL.MultiTexCoord3(1,1,0,0);
}
GL.Vertex3(0.75,0.25,0);
GL.End();
GL.PopMatrix();
}