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script:unityengine:classes:gl:gl.multitexcoord

GL.MultiTexCoord 多重纹理坐标

JavaScript ⇒ public static function MultiTexCoord(unit: int, v: Vector3): void;
C# ⇒ public static void MultiTexCoord(int unit, Vector3 v);

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。

JavaScript:

	// Changes between two textures assigned to a material
	// When pressed space
	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
		} else {
			GL.MultiTexCoord(1,Vector3(0,0,0)); // second texture
		}
		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();
	}

C#:

using UnityEngine;
using System.Collections;
 
public class ExampleClass : 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();
    }
}

GL

script/unityengine/classes/gl/gl.multitexcoord.txt · 最后更改: 2016/08/02 05:24 (外部编辑)