mode | プリミティブを描画: TRIANGLES、TRIANGLE_STRIP、QUADS、LINES. |
3D プリミティブの描画を開始します
In OpenGL this matches glBegin
; on other graphics APIs the same
functionality is emulated. Between GL.Begin and GL.End it is valid to
call GL.Vertex, GL.Color, GL.TexCoord and other immediate mode drawing
functions.
You should be careful about culling when drawing primitives yourself. The culling rules
may be different depending on which graphics API the game is running. In most cases the
safest way is to use Cull Off
command in the shader.
See Also: GL.End.
using UnityEngine;
public class Example : MonoBehaviour { // Draws a Triangle, a Quad and a line // with different colors
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); // Triangle GL.Color(new Color(1, 1, 1, 1)); GL.Vertex3(0.50f, 0.25f, 0); GL.Vertex3(0.25f, 0.25f, 0); GL.Vertex3(0.375f, 0.5f, 0); GL.End();
GL.Begin(GL.QUADS); // Quad 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); // Line GL.Color(new Color(0, 0, 0, 1)); GL.Vertex3(0, 0, 0); GL.Vertex3(0.75f, 0.75f, 0); GL.End(); GL.PopMatrix(); } }