GL.QUADS Manual     Reference     Scripting  
Scripting > Runtime Classes > GL
GL.QUADS

static var QUADS : int

Description

Mode for Begin: draw quads.

If you want to draw something 2D in screen space then probably you will want to use GL.LoadOrtho or GL.LoadPixelMatrix.
If you want something in "3D", then probably you should consider using GL.LoadIdentity followed by GL.MultMatrix with the actual 3D transform you want your stuff to be in.

See Also: GL.Begin, GL.End.

JavaScript
// Draw red a rombus on the screen
// and also draw a small cyan Quad in the left corner
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.Begin(GL.QUADS);
GL.Color(Color.red);
GL.Vertex3(0,0.5,0);
GL.Vertex3(0.5,1,0);
GL.Vertex3(1,0.5,0);
GL.Vertex3(0.5,0,0);

GL.Color(Color.cyan);
GL.Vertex3(0,0,0);
GL.Vertex3(0,0.25,0);
GL.Vertex3(0.25,0.25,0);
GL.Vertex3(0.25,0,0);
GL.End();
GL.PopMatrix();
}

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.Begin(GL.QUADS);
GL.Color(Color.red);
GL.Vertex3(0, 0.5F, 0);
GL.Vertex3(0.5F, 1, 0);
GL.Vertex3(1, 0.5F, 0);
GL.Vertex3(0.5F, 0, 0);
GL.Color(Color.cyan);
GL.Vertex3(0, 0, 0);
GL.Vertex3(0, 0.25F, 0);
GL.Vertex3(0.25F, 0.25F, 0);
GL.Vertex3(0.25F, 0, 0);
GL.End();
GL.PopMatrix();
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public mat as Material

def OnPostRender():
if not mat:
Debug.LogError('Please Assign a material on the inspector')
return
GL.PushMatrix()
mat.SetPass(0)
GL.LoadOrtho()
GL.Begin(GL.QUADS)
GL.Color(Color.red)
GL.Vertex3(0, 0.5F, 0)
GL.Vertex3(0.5F, 1, 0)
GL.Vertex3(1, 0.5F, 0)
GL.Vertex3(0.5F, 0, 0)
GL.Color(Color.cyan)
GL.Vertex3(0, 0, 0)
GL.Vertex3(0, 0.25F, 0)
GL.Vertex3(0.25F, 0.25F, 0)
GL.Vertex3(0.25F, 0, 0)
GL.End()
GL.PopMatrix()