Saves both projection and modelview matrices to the matrix stack.
Changing modelview or projection matrices overrides current camera's parameters.
These matrices can be saved and restored using GL.PushMatrix and GL.PopMatrix.
See Also: PopMatrix function.
// Draw a yellow line from the botton left to the // top right of the screen var mat : Material;
function OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); // Save the current state mat.SetPass(0); GL.LoadPixelMatrix(); GL.Color(Color.yellow); GL.Begin(GL.LINES); GL.Vertex3(0,0,0); GL.Vertex3(Screen.width, Screen.height,0); GL.End(); GL.PopMatrix(); // Pop changes. }
no example available in C#
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