Restores both projection and modelview matrices off the top of the matrix stack.
// 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 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.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 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.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()