- 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.LoadPixelMatrix 加载像素矩阵
static function LoadPixelMatrix () : void
Description描述
Setup a matrix for pixel-correct rendering.
设置一个矩阵用于像素矫正渲染。
This sets up modelview and projection matrices so that X, Y coordinates map directly to pixels. The (0,0) is at the bottom left corner of current camera's viewport. The Z coordinate goes from -1 to +100.
这设置模型视图和投影矩阵,为了使坐标X,Y映射为屏幕上的像素点。(0,0)对应视点的左下角。Z坐标值从-1到+100.
This function overrides current camera's parameters, so most often you want to save and restore matrices using GL.PushMatrix and GL.PopMatrix.
改变模型视图矩阵会覆盖当前的camera' 的参数,许多情况下你需要用到GL.PushMatrix 和GL.PopMatrix矩阵函数.来保存和恢复。
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.LoadPixelMatrix();
GL.Color(Color.red);
GL.Begin(GL.TRIANGLES);
GL.Vertex3(0, 0, 0);
GL.Vertex3(0, Screen.height / 2, 0);
GL.Vertex3(Screen.width / 2, Screen.height / 2, 0);
GL.End();
GL.PopMatrix();
}
}
// Draws a red triangle using pixels as coordinates to paint on.
//绘制一个红三角形,使用像素作为坐标
var mat : Material;
function OnPostRender() {
if (!mat) {
Debug.LogError("Please Assign a material on the inspector");
return;
}
GL.PushMatrix();
mat.SetPass(0);
GL.LoadPixelMatrix();
GL.Color(Color.red);
GL.Begin(GL.TRIANGLES);
GL.Vertex3(0,0,0);
GL.Vertex3(0,Screen.height/2,0);
GL.Vertex3(Screen.width/2,Screen.height/2,0);
GL.End();
GL.PopMatrix();
}
• static function LoadPixelMatrix (left : float, right : float, bottom : float, top : float) : void
Description描述
Setup a matrix for pixel-correct rendering.
设置一个矩阵用于像素矫正渲染。
This sets up modelview and projection matrices so that X, Y coordinates map directly to pixels. The (0,0) is at the bottom left corner of current camera's viewport. The Z coordinate goes from -1 to +100.
This sets up modelview and projection matrices so that X, Y coordinates map directly to pixels. The (left,bottom is at the bottom left corner of current camera's viewport; and (top,right) is at the top right corner of current camera's viewport. The Z coordinate goes from -1 to +100.
这设置模型视图和投影矩阵,为了使坐标X,Y映射为屏幕上的像素点。(left,bottom)在当前相机视图的左下角, (top,right)在当前相机视图的右上角,Z坐标值从-1到+100。
This function overrides current camera's parameters, so most often you want to save and restore matrices using GL.PushMatrix and GL.PopMatrix.
改变模型视图矩阵会覆盖当前的camera' 的参数,许多情况下你需要用到GL.PushMatrix 和GL.PopMatrix矩阵函数.来保存和恢复。
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.LoadPixelMatrix(10, 20, 10, 20);
GL.Color(Color.red);
GL.Begin(GL.TRIANGLES);
GL.Vertex3(10, 10, 0);
GL.Vertex3(10, 20, 0);
GL.Vertex3(20, 20, 0);
GL.End();
GL.PopMatrix();
}
}
var mat : Material;
function OnPostRender() {
if (!mat) {
Debug.LogError("Please Assign a material on the inspector");
return;
}
GL.PushMatrix();
mat.SetPass(0);
GL.LoadPixelMatrix(10,20,10,20);
GL.Color(Color.red);
GL.Begin(GL.TRIANGLES);
GL.Vertex3(10,10,0);
GL.Vertex3(10,20,0);
GL.Vertex3(20,20,0);
GL.End();
GL.PopMatrix();
}