Saves both projection and modelview matrices to the matrix stack.
Changing modelview or projection matrices overrides current camera's parameters.
These matrices can be saved and restored using GL.PushMatrix and GL.PopMatrix.
See Also: PopMatrix function.
using UnityEngine;
public class Example : MonoBehaviour { // Draw a yellow line from the botton left to the // top right of the screen Material mat;
void OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); // Save the current state mat.SetPass(0); GL.LoadPixelMatrix(); GL.Color(Color.yellow); GL.Begin(GL.LINES); GL.Vertex3(0, 0, 0); GL.Vertex3(Screen.width, Screen.height, 0); GL.End(); GL.PopMatrix(); // Pop changes. } }
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