- 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.GetGPUProjectionMatrix 获取GPU投影矩阵
static function GetGPUProjectionMatrix (proj : Matrix4x4, renderIntoTexture : bool) : Matrix4x4
Description描述
Compute GPU projection matrix from camera's projection matrix.
从Camera的投影矩阵得到GPU(图形处理器)的投影矩阵(该函数在跨平台是有用)。
In Unity, projection matrices follow OpenGL convention. However on some platforms they have to be transformed a bit to match the native API requirements. Use this function to calculate how the final projection matrix will be like. The value will match what comes as UNITY_MATRIX_P matrix in a shader.
在 Unity 中,投影矩阵的规则和OpenGL中的规则一样。 在不同的平台上,这种规则不一定相同。因此必须变化这个规则来调用不同的API。可以用这个函数得到最终的投影矩阵。
The renderIntoTexture value should be set to true if you intend to render into a RenderTexture with this projection matrix. On some platforms it affects how the final matrix will look like.
如果RenderTexture为真,进行纹理渲染,这对产生的投影矩阵也有影响。