Restores both projection and modelview matrices off the top of 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: PushMatrix 関数
// Draw a yellow line from the botton left to the // top right of the screen var mat : Material; function OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); // Save the current state 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(); // Pop changes. }
using UnityEngine; using System.Collections; public class ExampleClass : 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 public class ExampleClass(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.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()