对实际纹理 unit
设置当前纹理坐标 (x,y,z)。
在 OpenGL 中,如果提供了多纹理处理,则其与给定纹理单位的
glMultiTexCoord
相匹配。在其他图形 API 中,对应的
功能是模拟实现的。
仅在以下情况时使用 Z 组件:
1.您访问立方体贴图(这是您使用矢量坐标访问的,因此为 x、y 和 z)。
2.您进行“投影纹理”,在这种情况下,X 和 Y 坐标除以 Z 可获得最终坐标。这最适用于水反射等类似情形。
此函数只能在 GL.Begin 与 GL.End 函数之间加以调用。
using UnityEngine;
public class Example : MonoBehaviour { // Changes between two textures assigned to a material // When pressed space Material mat; 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); // main texture } else { GL.MultiTexCoord3(1, 0, 0, 0); // second texture } 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(); } }
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