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.

这个函数只能在GL.BeginGL.End 之间使用。

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();

}
Page last updated: 2011-3-21