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.LoadOrtho 加载正交
static function LoadOrtho () : void
Description描述
Helper function to set up an ortho perspective transform.
辅助函数用来做一个正交投影变换。
After calling LoadOrtho, the viewing frustum goes from (0,0,-1) to (1,1,100). LoadOrtho can be used for drawing primitives in 2D.
调用这个函数后,视野的锥型区域从(0,0,-1) to (1,1,100)。这个函数用来绘制2D图形。
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.Color(Color.red);
GL.Begin(GL.TRIANGLES);
GL.Vertex3(0.25F, 0.1351F, 0);
GL.Vertex3(0.25F, 0.3F, 0);
GL.Vertex3(0.5F, 0.3F, 0);
GL.End();
GL.Color(Color.yellow);
GL.Begin(GL.TRIANGLES);
GL.Vertex3(0.5F, 0.25F, -1);
GL.Vertex3(0.5F, 0.1351F, -1);
GL.Vertex3(0.1F, 0.25F, -1);
GL.End();
GL.PopMatrix();
}
}
// Draws a triangle over an already drawn triangle
//绘制一个三角形,覆盖另一个三角形
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.Color(Color.red);
GL.Begin(GL.TRIANGLES);
GL.Vertex3(0.25,0.1351,0);
GL.Vertex3(0.25,0.3,0);
GL.Vertex3(0.5,0.3,0);
GL.End();
GL.Color(Color.yellow);
GL.Begin(GL.TRIANGLES);
GL.Vertex3(0.5,0.25,-1);
GL.Vertex3(0.5,0.1351,-1);
GL.Vertex3(0.1,0.25,-1);
GL.End();
GL.PopMatrix();
}
最后修改:2011年3月21日 Monday 18:51