|
Name | Description |
---|---|
screenRect | Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. |
texture | Texture to draw. |
sourceRect | Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. |
leftBorder | Number of pixels from the left that are not affected by scale. |
rightBorder | Number of pixels from the right that are not affected by scale. |
topBorder | Number of pixels from the top that are not affected by scale. |
bottomBorder | Number of pixels from the bottom that are not affected by scale. |
color | Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. |
mat | Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. |
Draw a texture in screen coordinates.
If you want to draw a texture from inside of OnGUI code, you should only do that from EventType.Repaint events. It's probably better to use GUI.DrawTexture for GUI code.
// Draws a texture on the screen at 10, 10 with 100 width, 100 height.
var aTexture : Texture;
function OnGUI() {
if(Event.current.type.Equals(EventType.Repaint))
Graphics.DrawTexture(Rect(10, 10, 100, 100), aTexture);
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Texture aTexture;
void OnGUI() {
if (Event.current.type.Equals(EventType.Repaint))
Graphics.DrawTexture(new Rect(10, 10, 100, 100), aTexture);
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public aTexture as Texture
def OnGUI():
if Event.current.type.Equals(EventType.Repaint):
Graphics.DrawTexture(Rect(10, 10, 100, 100), aTexture)