GL.LoadPixelMatrix Manual     Reference     Scripting  
Scripting > Runtime Classes > GL
GL.LoadPixelMatrix

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 +100.

This function overrides current camera's parameters, so most often you want to save and restore matrices using GL.PushMatrix and GL.PopMatrix.

JavaScripts
// 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();
}

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.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();
}
}

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.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()

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 +100.

This function overrides current camera's parameters, so most often you want to save and restore matrices using GL.PushMatrix and GL.PopMatrix.

JavaScripts
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();
}

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.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();
}
}

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.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()