static function PushMatrix () : void
Description
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.
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.yellow);
GL.Begin(GL.LINES);
GL.Vertex3(0,0,0);
GL.Vertex3(Screen.width, Screen.height,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.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();
}
}
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.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()