GL.MultiTexCoord2 多重纹理坐标2

static function MultiTexCoord2 (unit : int, x : float, y : float) : void

Description描述

Sets current texture coordinate (x,y) for the actual texture unit.

设置纹理(x,y,)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(多重纹理坐标)一样。其它的图形API也有对应的功能。

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.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();
	}
}
// Changes between two textures assigned to a material
// When pressed space
//当按下空格键,改变在两个纹理之间指定到一个材质

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.MultiTexCoord2(0,0,0); // main texture 主纹理
	} else {
		GL.MultiTexCoord2(1,0,0); // second texture 第二纹理
	}
	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();
}
Page last updated: 2011-3-21