Version: 2017.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

GL.MultiTexCoord2

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static method MultiTexCoord2(unit: int, x: float, y: float): void;
public static void MultiTexCoord2(int unit, float x, float y);

Description

Sets current texture coordinate (x,y) for 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.

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.MultiTexCoord2(0,0,0); // main texture } else { GL.MultiTexCoord2(1,0,0); // second texture } GL.Vertex3(0.25,0.25,0); if (flagTex) { GL.MultiTexCoord2(0,0,1); } else { GL.MultiTexCoord2(1,0,1); } GL.Vertex3(0.25,0.75,0); if (flagTex) { GL.MultiTexCoord2(0,1,1); } else { GL.MultiTexCoord2(1,1,1); } GL.Vertex3(0.75,0.75,0); if (flagTex) { GL.MultiTexCoord2(0,1,0); } else { GL.MultiTexCoord2(1,1,0); } 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.MultiTexCoord2(0, 0, 0); else GL.MultiTexCoord2(1, 0, 0); GL.Vertex3(0.25F, 0.25F, 0); if (flagTex) GL.MultiTexCoord2(0, 0, 1); else GL.MultiTexCoord2(1, 0, 1); GL.Vertex3(0.25F, 0.75F, 0); if (flagTex) GL.MultiTexCoord2(0, 1, 1); else GL.MultiTexCoord2(1, 1, 1); GL.Vertex3(0.75F, 0.75F, 0); if (flagTex) GL.MultiTexCoord2(0, 1, 0); else GL.MultiTexCoord2(1, 1, 0); GL.Vertex3(0.75F, 0.25F, 0); GL.End(); GL.PopMatrix(); } }