메소드 | 설명 | |
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Begin ( int mode ) : void |
Begin drawing 3D primitives.
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Clear ( bool clearDepth, bool clearColor, UnityEngine backgroundColor, [ depth ) : void |
Clear the current render buffer.
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Color ( UnityEngine c ) : void |
Sets current vertex color.
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GetGPUProjectionMatrix ( |
Compute GPU projection matrix from camera's projection matrix.
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IssuePluginEvent ( IntPtr callback, int eventID ) : void |
Send a user-defined event to a native code plugin.
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LoadPixelMatrix ( float left, float right, float bottom, float top ) : void |
Setup a matrix for pixel-correct rendering.
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LoadProjectionMatrix ( |
Load an arbitrary matrix to the current projection matrix.
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MultMatrix ( |
Multiplies the current modelview matrix with the one specified.
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MultiTexCoord ( int unit, |
Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit.
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TexCoord ( |
Sets current texture coordinate (v.x,v.y,v.z) for all texture units.
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Vertex ( |
Submit a vertex.
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Viewport ( |
Set the rendering viewport.
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메소드 | 설명 | |
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BeginInternal ( int mode ) : void | ||
Clear ( bool clearDepth, bool clearColor, UnityEngine backgroundColor ) : void | ||
ClearWithSkybox ( bool clearDepth, |
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End ( ) : void | ||
Flush ( ) : void | ||
INTERNAL_CALL_Color ( UnityEngine &c ) : void | ||
INTERNAL_CALL_GetGPUProjectionMatrix ( |
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INTERNAL_CALL_Internal_Clear ( bool clearDepth, bool clearColor, UnityEngine &backgroundColor, float depth ) : void | ||
INTERNAL_CALL_LoadProjectionMatrix ( |
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INTERNAL_CALL_MultMatrix ( |
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INTERNAL_CALL_MultiTexCoord ( int unit, |
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INTERNAL_CALL_TexCoord ( |
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INTERNAL_CALL_Vertex ( |
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INTERNAL_CALL_Viewport ( |
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INTERNAL_get_modelview ( |
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INTERNAL_set_modelview ( |
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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 |
public static Begin ( int mode ) : void | ||
mode | int | Primitives to draw: can be TRIANGLES, TRIANGLE_STRIP, QUADS or LINES. |
리턴 | void |
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 |
public static GetGPUProjectionMatrix ( |
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proj | Source projection matrix. | |
renderIntoTexture | bool | Will this projection be used for rendering into a RenderTexture? |
리턴 |
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 |
public static LoadPixelMatrix ( float left, float right, float bottom, float top ) : void | ||
left | float | |
right | float | |
bottom | float | |
top | float | |
리턴 | void |
public static LoadProjectionMatrix ( |
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mat | ||
리턴 | void |
public static MultiTexCoord ( int unit, |
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unit | int | |
v | ||
리턴 | void |