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public static function DrawTexture(position: Rect, image: Texture, scaleMode: ScaleMode = ScaleMode.StretchToFill, alphaBlend: bool = true, imageAspect: float = 0): void;
public static void DrawTexture(Rect position, Texture image, ScaleMode scaleMode = ScaleMode.StretchToFill, bool alphaBlend = true, float imageAspect = 0);


position Rectangle on the screen to draw the texture within.
image Texture to display.
scaleMode How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.
alphaBlend Whether to apply alpha blending when drawing the image (enabled by default).
imageAspect Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.


Draw a texture within a rectangle.

	// Draws a texture in the left corner of the screen.
	// The texture is drawn in a window 60x60 pixels.
	// The source texture is given an aspect ratio of 10x1
	// and scaled to fit in the 60x60 rectangle.  Because
	// the aspect ratio is preserved, the texture will fit
	// inside a 60x10 pixel area of the screen rectangle.
	var aTexture : Texture;

function OnGUI() { if(!aTexture){ Debug.LogError("Assign a Texture in the inspector."); return; } GUI.DrawTexture(Rect(10,10,60,60), aTexture, ScaleMode.ScaleToFit, true, 10.0f); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Texture aTexture; void OnGUI() { if (!aTexture) { Debug.LogError("Assign a Texture in the inspector."); return; } GUI.DrawTexture(new Rect(10, 10, 60, 60), aTexture, ScaleMode.ScaleToFit, true, 10.0F); } }