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(); } }