GL.TexCoord

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public static void TexCoord (Vector3 v);

Description

为所有纹理单位均设置当前纹理坐标 (v.x,v.y,v.z)。

在 OpenGL 中,当未提供多纹理处理时,其与所有纹理单位的 glMultiTexCoordglTexCoord 相匹配。在其他图形 API 中,对应的 功能是模拟实现的。

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.

此函数只能在 GL.BeginGL.End 函数之间加以调用。

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.Color(new Color(1, 1, 1, 1)); GL.LoadOrtho(); GL.Begin(GL.QUADS); GL.TexCoord(new Vector3(0, 0, 0)); GL.Vertex3(0.25F, 0.25F, 0); GL.TexCoord(new Vector3(0, 1, 0)); GL.Vertex3(0.25F, 0.75F, 0); GL.TexCoord(new Vector3(1, 1, 0)); GL.Vertex3(0.75F, 0.75F, 0); GL.TexCoord(new Vector3(1, 0, 0)); GL.Vertex3(0.75F, 0.25F, 0); GL.End(); GL.PopMatrix(); } }