public static void TexCoord3 (float x, float y, float z);

Description

为所有纹理单位均设置当前纹理坐标 (x,y,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;

public class Example : MonoBehaviour { // Draws a Quad in the middle of the screen and // Adds the material's Texture to it.

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(); } }