GL.MultiTexCoord 多重纹理坐标

static function MultiTexCoord (unit : int, v : Vector3) : void

Description描述

Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit.

设置纹理(x,y,z)坐标对于当前的纹理单元(多重纹理)。

In OpenGL this matches glMultiTexCoord for the given texture unit if multi-texturing is available. On other graphics APIs the same functionality is emulated.

这个函数和OpenGL中的glMultiTexCoord(多重纹理)一样。其它的图形API也有对应的功能。

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.

Z坐标用在以下情况:

1. 六面体纹理。
2. 投影纹理。Z有X,Y坐标得到。例如水面倒射效果。

This function can only be called between GL.Begin and GL.End functions.

这个函数只能在GL.Begin 和GL.End 之间使用。

using UnityEngine;
using System.Collections;

public class example : 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.MultiTexCoord(0, new Vector3(0, 0, 0));
		else
			GL.MultiTexCoord(1, new Vector3(0, 0, 0));
		GL.Vertex3(0.25F, 0.25F, 0);
		if (flagTex)
			GL.MultiTexCoord(0, new Vector3(0, 1, 0));
		else
			GL.MultiTexCoord(1, new Vector3(0, 1, 0));
		GL.Vertex3(0.25F, 0.75F, 0);
		if (flagTex)
			GL.MultiTexCoord(0, new Vector3(1, 1, 0));
		else
			GL.MultiTexCoord(1, new Vector3(1, 1, 0));
		GL.Vertex3(0.75F, 0.75F, 0);
		if (flagTex)
			GL.MultiTexCoord(0, new Vector3(1, 0, 0));
		else
			GL.MultiTexCoord(1, new Vector3(1, 0, 0));
		GL.Vertex3(0.75F, 0.25F, 0);
		GL.End();
		GL.PopMatrix();
	}
}
// Changes between two textures assigned to a material
// When pressed space
//当按下空格键,在两个纹理之间改变指定到一个材质

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.MultiTexCoord(0,Vector3(0,0,0)); // main texture 主纹理
	} else {
		GL.MultiTexCoord(1,Vector3(0,0,0)); // second texture 第二纹理
	}
	GL.Vertex3(0.25,0.25,0);
	if (flagTex) {
		GL.MultiTexCoord(0,Vector3(0,1,0));
	} else {
		GL.MultiTexCoord(1,Vector3(0,1,0));
	}
	GL.Vertex3(0.25,0.75,0);
	if (flagTex) {
		GL.MultiTexCoord(0,Vector3(1,1,0));
	} else {
		GL.MultiTexCoord(1,Vector3(1,1,0));
	}
	GL.Vertex3(0.75,0.75,0);
	if (flagTex) {
		GL.MultiTexCoord(0,Vector3(1,0,0));
	} else {
		GL.MultiTexCoord(1,Vector3(1,0,0));
	}
	GL.Vertex3(0.75,0.25,0);
	GL.End();
	GL.PopMatrix();
}
Page last updated: 2011-3-21