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GUI.DrawTextureWithTexCoords

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public static void DrawTextureWithTexCoords(Rect position, Texture image, Rect texCoords);
public static void DrawTextureWithTexCoords(Rect position, Texture image, Rect texCoords, bool alphaBlend);

Parameters

positionRectangle on the screen to draw the texture within.
image Texture to display.
texCoordsHow to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.
alphaBlendWhether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display.

Description

Draw a texture within a rectangle with the given texture coordinates.

Use this function for clipping or tiling the image within the given rectangle. The second Rect texCoords describes how the texture is adjusted to fit the position Rect. The first rectangle has its size in pixels provided; the second rectangle is given in a 0.0 to 1.0 range.

See Also: GUI.color, GUI.contentColor.

using UnityEngine;

// Use DrawTextureWithTexCoords() to draw a texture. The texture is draw on the window // inside a given pixel rectangle. The size of the drawn texture is based on the value // of hor. This ranges from 0.5 to 1.25 so the bottom left half of the texture to a // greater than normal value.

public class ExampleScript : MonoBehaviour { public Texture2D tex; private Rect rect; private float hor; private Rect hs; private Rect label;

void Start() { float center = Screen.width / 2.0f; rect = new Rect(center - 200, 200, 400, 250); hs = new Rect(center - 200, 125, 400, 30); label = new Rect(center - 20, 155, 50, 30); hor = 0.5f; }

void OnGUI() { hor = GUI.HorizontalSlider(hs, hor, 0.5f, 1.25f); GUI.Label(label, hor.ToString("F3")); GUI.DrawTextureWithTexCoords(rect, tex, new Rect(0.0f, 0.0f, hor, hor)); } }

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