Begin drawing 3D primitives.
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.// Draws a Triangle, a Quad and a line // with different colors 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); // Triangle 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); // Quad 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); // Line 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 public class Example(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.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()