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GL.MultiTexCoord2

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public static function 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(); } }