C# 클래스 UnityEngine.GL

상속: Object
파일 보기 프로젝트 열기: CarlosHBC/UnityDecompiled 1 사용 예제들

공개 메소드들

메소드 설명
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.

비공개 메소드들

메소드 설명
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

메소드 상세

Begin() 공개 정적인 메소드

Begin drawing 3D primitives.

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

Clear() 공개 정적인 메소드

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.
리턴 void

Color() 공개 정적인 메소드

Sets current vertex color.

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

GetGPUProjectionMatrix() 공개 정적인 메소드

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?
리턴 Matrix4x4

IssuePluginEvent() 공개 정적인 메소드

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.
리턴 void

LoadPixelMatrix() 공개 정적인 메소드

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
리턴 void

LoadProjectionMatrix() 공개 정적인 메소드

Load an arbitrary matrix to the current projection matrix.

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

MultMatrix() 공개 정적인 메소드

Multiplies the current modelview matrix with the one specified.

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

MultiTexCoord() 공개 정적인 메소드

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
리턴 void

TexCoord() 공개 정적인 메소드

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

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

Vertex() 공개 정적인 메소드

Submit a vertex.

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

Viewport() 공개 정적인 메소드

Set the rendering viewport.

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