GL
- Begin
- ClearWithSkybox
- Clear
- Color
- End
- InvalidateState
- LINES
- LoadIdentity
- LoadOrtho
- LoadPixelMatrix
- LoadProjectionMatrix
- modelview
- MultiTexCoord2
- MultiTexCoord3
- MultiTexCoord
- MultMatrix
- PopMatrix
- PushMatrix
- QUADS
- SetRevertBackfacing
- TexCoord2
- TexCoord3
- TexCoord
- TRIANGLE_STRIP
- TRIANGLES
- Vertex3
- Vertex
- Viewport
GL.Color 顶点颜色
static function Color (c : Color) : void
Description描述
Sets current vertex color.
设置目前顶点颜色。
In OpenGL this matches glColor4f(c.r,c.g,c.b,c.a); on other graphics APIs the same functionality is emulated.
这个函数和OpenGL中的glColor4f(c.r,c.g,c.b,c.a)函数一样。其它的图形API也有对应的功能。
In order for per-vertex colors to work reliably across different hardware, you have to use a shader that binds in the color channel. See BindChannels documentation.
为了使每个顶点的颜色对与不同的硬件,产生可靠的效果,你需要用着色器绑定在颜色通道里。
This function can only be called between GL.Begin and GL.End functions.
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Material mat;
void OnPostRender() {
if (!mat) {
Debug.LogError("Please Assign a material on the inspector");
return;
}
GL.PushMatrix();
mat.SetPass(0);
GL.LoadOrtho();
GL.Begin(GL.LINES);
GL.Color(Color.red);
GL.Vertex3(1, 0, 0);
GL.Vertex3(0, 1, 0);
GL.Color(Color.yellow);
GL.Vertex3(0, 0, 0);
GL.Vertex3(1, 1, 0);
GL.End();
GL.PopMatrix();
}
}
// Draws a red line from the bottom right
// to the top left of the Screen
// And a yellow line from the bottom left
// to the top right of the Screen
//绘制一条红线,从右下角到左上角,在绘制一条黄线从屏幕的左下角到右上角
var mat : Material;
function OnPostRender() {
if (!mat) {
Debug.LogError("Please Assign a material on the inspector");
return;
}
GL.PushMatrix();
mat.SetPass(0);
GL.LoadOrtho();
GL.Begin(GL.LINES);
GL.Color(Color.red);
GL.Vertex3(1,0,0);
GL.Vertex3(0,1,0);
GL.Color(Color.yellow);
GL.Vertex3(0,0,0);
GL.Vertex3(1,1,0);
GL.End();
GL.PopMatrix();
}
最后修改:2011年3月21日 Monday 13:33