GL.End
static function End(): void;
static void End();
static def End() as void
Description

End drawing 3D primitives.

In OpenGL this matches glEnd; on other graphics APIs the same functionality is emulated.

See Also: GL.Begin.
	// Draws a Triangle, a Quad and a line
	// with different colors

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.TRIANGLES); // Triangle GL.Color(Color(1,1,1,1)); GL.Vertex3(0.50,0.25,0); GL.Vertex3(0.25,0.25,0); GL.Vertex3(0.375,0.5,0); GL.End(); // End drawing Triangle GL.Begin(GL.QUADS); // Quad GL.Color(Color(0.5,0.5,0.5,1)); GL.Vertex3(0.5,0.5,0); GL.Vertex3(0.5,0.75,0); GL.Vertex3(0.75,0.75,0); GL.Vertex3(0.75,0.5,0); GL.End(); // End drawing quad GL.Begin(GL.LINES); // Line GL.Color(Color(0,0,0,1)); GL.Vertex3(0,0,0); GL.Vertex3(0.75,0.75,0); GL.End(); // End drawing Line 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.TRIANGLES);
        GL.Color(new Color(1, 1, 1, 1));
        GL.Vertex3(0.5F, 0.25F, 0);
        GL.Vertex3(0.25F, 0.25F, 0);
        GL.Vertex3(0.375F, 0.5F, 0);
        GL.End();
        GL.Begin(GL.QUADS);
        GL.Color(new Color(0.5F, 0.5F, 0.5F, 1));
        GL.Vertex3(0.5F, 0.5F, 0);
        GL.Vertex3(0.5F, 0.75F, 0);
        GL.Vertex3(0.75F, 0.75F, 0);
        GL.Vertex3(0.75F, 0.5F, 0);
        GL.End();
        GL.Begin(GL.LINES);
        GL.Color(new Color(0, 0, 0, 1));
        GL.Vertex3(0, 0, 0);
        GL.Vertex3(0.75F, 0.75F, 0);
        GL.End();
        GL.PopMatrix();
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	public mat as Material

	def OnPostRender() as void:
		if not mat:
			Debug.LogError('Please Assign a material on the inspector')
			return
		GL.PushMatrix()
		mat.SetPass(0)
		GL.LoadOrtho()
		GL.Begin(GL.TRIANGLES)
		GL.Color(Color(1, 1, 1, 1))
		GL.Vertex3(0.5F, 0.25F, 0)
		GL.Vertex3(0.25F, 0.25F, 0)
		GL.Vertex3(0.375F, 0.5F, 0)
		GL.End()
		GL.Begin(GL.QUADS)
		GL.Color(Color(0.5F, 0.5F, 0.5F, 1))
		GL.Vertex3(0.5F, 0.5F, 0)
		GL.Vertex3(0.5F, 0.75F, 0)
		GL.Vertex3(0.75F, 0.75F, 0)
		GL.Vertex3(0.75F, 0.5F, 0)
		GL.End()
		GL.Begin(GL.LINES)
		GL.Color(Color(0, 0, 0, 1))
		GL.Vertex3(0, 0, 0)
		GL.Vertex3(0.75F, 0.75F, 0)
		GL.End()
		GL.PopMatrix()