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Question by DaiMangouDev · Jan 16, 2017 at 08:57 PM · c#renderingmaterialeditorwindowgraphics.drawtexture

Why is Graphics.DrawTexture textures is rendered outside of Editor Window ?

Hi, I opted to draw texture images in my Editor Window using Graphics.DrawTexture instead of GUI.DrawTexture because . Graphic.DrawTexture i faster.

However it will be rendered outside of the editor window and of course outside any scroll view . but why and how can I let that not happen ?

Here are an examples

if this were the GUI are of an EditorWindow.

 Texture2D MyTextureImage;
 void OnGUI()
 {
  //
 //MyTextureImage = .... some texture
 //
 Graphics.DrawTexture(new Rect(-10,-10,40,40),MyTextureImage);
 }

10 pixels of the box will be rendered outside of the editor window but if I use GUI.DrawTexture it doesn't.

How can I prevent this from happening

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Answer by MCudlitz · Jan 17, 2017 at 01:20 AM

Graphics.drawTexture is done in screen coordinates. Based on your rectangle, it should be rendering in the bottom left corner of the editor window, with only 30 pixels visible. There's a chance that you just missed it at that small size.

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avatar image DaiMangouDev · Jan 17, 2017 at 02:34 AM 0
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it will render 10 pixels -y of the Editor window, be clipped on the -x and render 30 in the editor window.

The editor window drawing begins about 22 pixels above the (0,0) position in the Editor window.

avatar image MCudlitz DaiMangouDev · Jan 17, 2017 at 02:53 AM 0
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After looking through the RenderDoc process of rendering a scene, it appears that this is just how Unity works. It draws overlays, and then the frame, onto the same texture for rendering so the pixel units will be a bit off. The good news is that the edges are a constant size that you can make a simple method to account for.

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