Setup a matrix for pixel-correct rendering.
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 +1.
This function overrides current camera's parameters, so most often you want
to save and restore matrices using GL.PushMatrix and GL.PopMatrix.
// Draws a red triangle using pixels as coordinates to paint on. 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(); }
no example available in C#
Setup a matrix for pixel-correct rendering.
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 +1.
This function overrides current camera's parameters, so most often you want
to save and restore matrices using GL.PushMatrix and 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(); }
no example available in C#
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