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Camera.OnPreCull()

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Description

OnPreCull is called before a camera culls the scene.

Culling determines which objects are visible to the camera. OnPreCull is called just before this process. This message is sent to all scripts attached to the camera.

If you want to change camera's viewing parameters (e.g. fieldOfView or just transform), this is the place to do it. Visibility of scene objects will be determined based on camera's parameters after OnPreCull.

See Also: onPreCull delegate.

#pragma strict
// Attach this to a camera.
// Inverts the view of the camera so everything rendered by it is flipped
var camera: Camera;
function Start() {
	camera = GetComponent.<Camera>();
}
function OnPreCull() {
	camera.ResetWorldToCameraMatrix();
	camera.ResetProjectionMatrix();
	camera.projectionMatrix = camera.projectionMatrix * Matrix4x4.Scale(new Vector3(1, -1, 1));
}
// Set it to true so we can watch the flipped Objects
function OnPreRender() {
	GL.SetRevertBackfacing(true);
}
// Set it to false again because we dont want to affect all other cammeras.
function OnPostRender() {
	GL.SetRevertBackfacing(false);
}
	// Attach this to a camera.
// Inverts the view of the camera so everything rendered by it is flipped
	
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { Camera camera; void Start() { camera = GetComponent<Camera>(); } void OnPreCull() { camera.ResetWorldToCameraMatrix(); camera.ResetProjectionMatrix(); camera.projectionMatrix = camera.projectionMatrix * Matrix4x4.Scale(new Vector3(1, -1, 1)); } // Set it to true so we can watch the flipped Objects void OnPreRender() { GL.SetRevertBackfacing(true); } // Set it to false again because we dont want to affect all other cammeras. void OnPostRender() { GL.SetRevertBackfacing(false); } }