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GL.LoadPixelMatrix

public static function LoadPixelMatrix(): void;

Description

Setup a matrix for pixel-correct rendering.

This sets up modelview and projection matrices so that X, Y coordinates map directly to pixels. The (0,0) is at the bottom left corner of current camera's viewport. The Z coordinate goes from -1 to +1. This function overrides current camera's parameters, so most often you want to save and restore matrices using GL.PushMatrix and GL.PopMatrix.

	// Draws a red triangle using pixels as coordinates to paint on.
	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.red);
		GL.Begin(GL.TRIANGLES);
		GL.Vertex3(0,0,0);
		GL.Vertex3(0,Screen.height/2,0);
		GL.Vertex3(Screen.width/2,Screen.height/2,0);
		GL.End();
		GL.PopMatrix();
	}
public static function LoadPixelMatrix(left: float, right: float, bottom: float, top: float): void;

Description

Setup a matrix for pixel-correct rendering.

This sets up modelview and projection matrices so that X, Y coordinates map directly to pixels. The (left,bottom is at the bottom left corner of current camera's viewport; and (top,right) is at the top right corner of current camera's viewport. The Z coordinate goes from -1 to +1. This function overrides current camera's parameters, so most often you want to save and restore matrices using GL.PushMatrix and GL.PopMatrix.

	var mat : Material;

	function OnPostRender() {
		if (!mat) {
			Debug.LogError("Please Assign a material on the inspector");
			return;
		}
		GL.PushMatrix();
		mat.SetPass(0);
		GL.LoadPixelMatrix(10,20,10,20);
		GL.Color(Color.red);
		GL.Begin(GL.TRIANGLES);
		GL.Vertex3(10,10,0);
		GL.Vertex3(10,20,0);
		GL.Vertex3(20,20,0);
		GL.End();
		GL.PopMatrix();
	}