Load an arbitrary matrix to the current projection matrix.
This function overrides current camera's projection parameters, so most often you want to save and restore projection matrix using GL.PushMatrix and GL.PopMatrix.
var projMtrx : Matrix4x4 = Matrix4x4.identity; function OnPostRender() { GL.PushMatrix(); GL.LoadProjectionMatrix(projMtrx); // Do your drawing here... GL.PopMatrix(); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public Matrix4x4 projMtrx = Matrix4x4.identity; void OnPostRender() { GL.PushMatrix(); GL.LoadProjectionMatrix(projMtrx); GL.PopMatrix(); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public projMtrx as Matrix4x4 = Matrix4x4.identity def OnPostRender() as void: GL.PushMatrix() GL.LoadProjectionMatrix(projMtrx) GL.PopMatrix()