Begin drawing 3D primitives.
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.
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.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); 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); 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
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.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()