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script:unityengine:classes:gl:gl.texcoord3

GL.TexCoord3 纹理坐标3

JavaScript ⇒ public static function TexCoord3(x: float, y: float, z: float): void;
C# ⇒ public static void TexCoord3(float x, float y, float z);

Description 描述

Sets current texture coordinate (x,y,z) for all texture units.

设置纹理(x,y,z)坐标对于所有的纹理单元。

In OpenGL this matches glMultiTexCoord for all texture units or glTexCoord when no 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),glTexCoord函数一样。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:

	// Draws a Quad in the middle of the screen and
	// Adds the material's Texture to it.
 
	var mat : Material;
	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);
		GL.TexCoord3(0,0,0);
		GL.Vertex3(0.25,0.25,0);
		GL.TexCoord3(0,1,0);
		GL.Vertex3(0.25<
                    
                                    
script/unityengine/classes/gl/gl.texcoord3.txt · 最后更改: 2016/08/02 05:24 (外部编辑)