GLdouble s )
void glMultiTexCoord1fARB(
GLenum target,
GLfloat s )
void glMultiTexCoord1iARB(
GLenum target,
GLint s )
void glMultiTexCoord1sARB(
GLenum target,
GLshort s )
void glMultiTexCoord2dARB(
GLenum target,
GLdouble s,
GLdouble t )
void glMultiTexCoord2fARB(
GLenum target,
GLfloat s,
GLfloat t )
void glMultiTexCoord2iARB(
GLenum target,
GLint s,
GLint t )
void glMultiTexCoord2sARB(
GLenum target,
GLshort s,
GLshort t )
void glMultiTexCoord3dARB(
GLenum target,
GLdouble s,
GLdouble t,
GLdouble r )
void glMultiTexCoord3fARB(
GLenum target,
GLfloat s,
GLfloat t,
GLfloat r )
void glMultiTexCoord3iARB(
GLenum target,
GLint s,
GLint t,
GLint r )
void glMultiTexCoord3sARB(
GLenum target,
GLshort s,
GLshort t,
GLshort r )
void glMultiTexCoord4dARB(
GLenum target,
GLdouble s,
GLdouble t,
GLdouble r,
GLdouble q )
void glMultiTexCoord4fARB(
GLenum target,
GLfloat s,
GLfloat t,
GLfloat r,
GLfloat q )
void glMultiTexCoord4iARB(
GLenum target,
GLint s,
GLint t,
GLint r,
GLint q )
void glMultiTexCoord4sARB(
GLenum target,
GLshort s,
GLshort t,
GLshort r,
GLshort q )
const GLdouble *v )
void glMultiTexCoord1fvARB(
GLenum target,
const GLfloat *v )
void glMultiTexCoord1ivARB(
GLenum target,
const GLint *v )
void glMultiTexCoord1svARB(
GLenum target,
const GLshort *v )
void glMultiTexCoord2dvARB(
GLenum target,
const GLdouble *v )
void glMultiTexCoord2fvARB(
GLenum target,
const GLfloat *v )
void glMultiTexCoord2ivARB(
GLenum target,
const GLint *v )
void glMultiTexCoord2svARB(
GLenum target,
const GLshort *v )
void glMultiTexCoord3dvARB(
GLenum target,
const GLdouble *v )
void glMultiTexCoord3fvARB(
GLenum target,
const GLfloat *v )
void glMultiTexCoord3ivARB(
GLenum target,
const GLint *v )
void glMultiTexCoord3svARB(
GLenum target,
const GLshort *v )
void glMultiTexCoord4dvARB(
GLenum target,
const GLdouble *v )
void glMultiTexCoord4fvARB(
GLenum target,
const GLfloat *v )
void glMultiTexCoord4ivARB(
GLenum target,
const GLint *v )
void glMultiTexCoord4svARB(
GLenum target,
const GLshort *v )
The current texture coordinates are part of the data that is associated with each vertex and with the current raster position. Initially, the values for s, t, r, q are (0, 0, 0, 1).
The current texture coordinates can be updated at any time. In particular, glMultiTexCoordARB can be called between a call to glBegin and the corresponding call to glEnd.
It is always the case that GL_TEXTURE$i$_ARB = GL_TEXTURE0_ARB + $i$.