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

static var TRIANGLES : int

Description

Mode for Begin: draw triangles.

If you want to draw something 2D in screen space then probably you will want to use GL.LoadOrtho or GL.LoadPixelMatrix.
If you want something in "3D", then probably you should consider using GL.LoadIdentity followed by GL.MultMatrix with the actual 3D transform you want your stuff to be in.

See Also: GL.Begin, GL.End.

JavaScripts
// Draws a triangle that covers the middle of the screen
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.Vertex3(0,0,0);
GL.Vertex3(1,1,0);
GL.Vertex3(0,1,0);
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.Vertex3(0, 0, 0);
GL.Vertex3(1, 1, 0);
GL.Vertex3(0, 1, 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.Vertex3(0, 0, 0)
GL.Vertex3(1, 1, 0)
GL.Vertex3(0, 1, 0)
GL.End()
GL.PopMatrix()