Устанавливает текстурные координаты (x,y,z) для всех текстурных блоков.
In OpenGL this matches glMultiTexCoord
for all texture units or glTexCoord
when no multi-texturing is available. On other graphics APIs the same
functionality is emulated.
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.
Эта функция может вызываться только между функциями GL.Begin и GL.End.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Material mat; 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); GL.TexCoord3(0, 0, 0); GL.Vertex3(0.25F, 0.25F, 0); GL.TexCoord3(0, 1, 0); GL.Vertex3(0.25F, 0.75F, 0); GL.TexCoord3(1, 1, 0); GL.Vertex3(0.75F, 0.75F, 0); GL.TexCoord3(1, 0, 0); GL.Vertex3(0.75F, 0.25F, 0); GL.End(); GL.PopMatrix(); } }