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GL.Viewport

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public static method Viewport(pixelRect: Rect): void;
public static void Viewport(Rect pixelRect);

Description

Set the rendering viewport.

All rendering is constrained to be inside the passed pixelRect. If the Viewport is modified, all the rendered content inside of it gets stretched.

    // Draw a red Quad that covers all the view port, and the when space is pressed
    // the viewport gets expanded to the whole screen and stretch the contents inside
    var mat : Material;
    private var stretch : boolean = false;

function Update() { if(Input.GetKeyDown(KeyCode.Space)) { if(stretch) { stretch = false; } else { stretch = true; } } }

function OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); mat.SetPass(0); GL.LoadPixelMatrix(); if(stretch) { GL.Viewport(Rect(0,0,Screen.width,Screen.height)); } else { GL.Viewport(Rect(0,0,Screen.width/2,Screen.height)); } GL.Color(Color.red); GL.Begin(GL.QUADS); GL.Vertex3(0,0,0); GL.Vertex3(0,Screen.height,0); GL.Vertex3(Screen.width,Screen.height,0); GL.Vertex3(Screen.width,0,0); GL.Color(Color.yellow); GL.End(); GL.Begin(GL.TRIANGLES); GL.Vertex3(Screen.width/2,Screen.height/4,1); GL.Vertex3(Screen.width/4,Screen.height/2,1); GL.Vertex3(Screen.width - Screen.width/4,Screen.height/2,1); GL.End(); GL.PopMatrix(); }
no example available in C#
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