C# Class UnityEngine.GL

Inheritance: Object
Afficher le fichier Open project: CarlosHBC/UnityDecompiled Class Usage Examples

Méthodes publiques

Méthode Description
Begin ( int mode ) : void

Begin drawing 3D primitives.

Clear ( bool clearDepth, bool clearColor, UnityEngine backgroundColor, [ depth ) : void

Clear the current render buffer.

Color ( UnityEngine c ) : void

Sets current vertex color.

GetGPUProjectionMatrix ( Matrix4x4 proj, bool renderIntoTexture ) : Matrix4x4

Compute GPU projection matrix from camera's projection matrix.

IssuePluginEvent ( IntPtr callback, int eventID ) : void

Send a user-defined event to a native code plugin.

LoadPixelMatrix ( float left, float right, float bottom, float top ) : void

Setup a matrix for pixel-correct rendering.

LoadProjectionMatrix ( Matrix4x4 mat ) : void

Load an arbitrary matrix to the current projection matrix.

MultMatrix ( Matrix4x4 mat ) : void

Multiplies the current modelview matrix with the one specified.

MultiTexCoord ( int unit, Vector3 v ) : void

Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit.

TexCoord ( Vector3 v ) : void

Sets current texture coordinate (v.x,v.y,v.z) for all texture units.

Vertex ( Vector3 v ) : void

Submit a vertex.

Viewport ( Rect pixelRect ) : void

Set the rendering viewport.

Private Methods

Méthode Description
BeginInternal ( int mode ) : void
Clear ( bool clearDepth, bool clearColor, UnityEngine backgroundColor ) : void
ClearWithSkybox ( bool clearDepth, Camera camera ) : void
End ( ) : void
Flush ( ) : void
INTERNAL_CALL_Color ( UnityEngine &c ) : void
INTERNAL_CALL_GetGPUProjectionMatrix ( Matrix4x4 &proj, bool renderIntoTexture, Matrix4x4 &value ) : void
INTERNAL_CALL_Internal_Clear ( bool clearDepth, bool clearColor, UnityEngine &backgroundColor, float depth ) : void
INTERNAL_CALL_LoadProjectionMatrix ( Matrix4x4 &mat ) : void
INTERNAL_CALL_MultMatrix ( Matrix4x4 &mat ) : void
INTERNAL_CALL_MultiTexCoord ( int unit, Vector3 &v ) : void
INTERNAL_CALL_TexCoord ( Vector3 &v ) : void
INTERNAL_CALL_Vertex ( Vector3 &v ) : void
INTERNAL_CALL_Viewport ( Rect &pixelRect ) : void
INTERNAL_get_modelview ( Matrix4x4 &value ) : void
INTERNAL_set_modelview ( Matrix4x4 &value ) : void
Internal_Clear ( bool clearDepth, bool clearColor, UnityEngine backgroundColor, float depth ) : void
InvalidateState ( ) : void
IssuePluginEvent ( int eventID ) : void
IssuePluginEventInternal ( IntPtr callback, int eventID ) : void
LoadIdentity ( ) : void
LoadOrtho ( ) : void
LoadPixelMatrix ( ) : void
LoadPixelMatrixArgs ( float left, float right, float bottom, float top ) : void
MultiTexCoord2 ( int unit, float x, float y ) : void
MultiTexCoord3 ( int unit, float x, float y, float z ) : void
PopMatrix ( ) : void
PushMatrix ( ) : void
RenderTargetBarrier ( ) : void
SetRevertBackfacing ( bool revertBackFaces ) : void
TexCoord2 ( float x, float y ) : void
TexCoord3 ( float x, float y, float z ) : void
Vertex3 ( float x, float y, float z ) : void

Method Details

Begin() public static méthode

Begin drawing 3D primitives.

public static Begin ( int mode ) : void
mode int Primitives to draw: can be TRIANGLES, TRIANGLE_STRIP, QUADS or LINES.
Résultat void

Clear() public static méthode

Clear the current render buffer.

public static Clear ( bool clearDepth, bool clearColor, UnityEngine backgroundColor, [ depth ) : void
clearDepth bool Should the depth buffer be cleared?
clearColor bool Should the color buffer be cleared?
backgroundColor UnityEngine The color to clear with, used only if clearColor is true.
depth [ The depth to clear Z buffer with, used only if clearDepth is true.
Résultat void

Color() public static méthode

Sets current vertex color.

public static Color ( UnityEngine c ) : void
c UnityEngine
Résultat void

GetGPUProjectionMatrix() public static méthode

Compute GPU projection matrix from camera's projection matrix.

public static GetGPUProjectionMatrix ( Matrix4x4 proj, bool renderIntoTexture ) : Matrix4x4
proj Matrix4x4 Source projection matrix.
renderIntoTexture bool Will this projection be used for rendering into a RenderTexture?
Résultat Matrix4x4

IssuePluginEvent() public static méthode

Send a user-defined event to a native code plugin.

public static IssuePluginEvent ( IntPtr callback, int eventID ) : void
callback IntPtr Native code callback to queue for Unity's renderer to invoke.
eventID int User defined id to send to the callback.
Résultat void

LoadPixelMatrix() public static méthode

Setup a matrix for pixel-correct rendering.

public static LoadPixelMatrix ( float left, float right, float bottom, float top ) : void
left float
right float
bottom float
top float
Résultat void

LoadProjectionMatrix() public static méthode

Load an arbitrary matrix to the current projection matrix.

public static LoadProjectionMatrix ( Matrix4x4 mat ) : void
mat Matrix4x4
Résultat void

MultMatrix() public static méthode

Multiplies the current modelview matrix with the one specified.

public static MultMatrix ( Matrix4x4 mat ) : void
mat Matrix4x4
Résultat void

MultiTexCoord() public static méthode

Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit.

public static MultiTexCoord ( int unit, Vector3 v ) : void
unit int
v Vector3
Résultat void

TexCoord() public static méthode

Sets current texture coordinate (v.x,v.y,v.z) for all texture units.

public static TexCoord ( Vector3 v ) : void
v Vector3
Résultat void

Vertex() public static méthode

Submit a vertex.

public static Vertex ( Vector3 v ) : void
v Vector3
Résultat void

Viewport() public static méthode

Set the rendering viewport.

public static Viewport ( Rect pixelRect ) : void
pixelRect Rect
Résultat void