static function Begin (mode : int) : void
Parameters
Description
Begin drawing 3D primitives.
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.
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);
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();
GL.Begin(
GL.QUADS);
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();
GL.Begin(
GL.LINES);
GL.Color(
Color(0,0,0,1));
GL.Vertex3(0,0,0);
GL.Vertex3(0.75,0.75,0);
GL.End();
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
class example(
MonoBehaviour):
public mat as
Material def
OnPostRender():
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()