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               Question by 
               Blink123123 · Oct 11, 2013 at 07:32 AM · 
                c#materialshadersgl  
              
 
              Gl.Lines appearing over objects
 lineMaterial = new Material(
                 @"Shader ""Lines/Colored Blended"" {
                     SubShader {
                         Tags { ""RenderType""=""Opaque"" }
                         Pass {
                             Blend SrcAlpha OneMinusSrcAlpha
                             ZWrite On
                             ZTest LEqual
                             Cull Off
                             Fog { Mode Off }
                             BindChannels {
                                 Bind ""vertex"", vertex Bind ""color"", color
                             }
                         }
                     }
                 }"
             );
 
               This the the lineMaterial used in my Gl.Lines. The problem is it appears above my gameobjects why is that? and how can I fix it?
               Comment
              
 
               
               void OnPostRender() {   
         
         // variables
         int currentLevel = gridProperties.GetCurrentLevel() * GRID_WIDTH;
         
         // set the current material
         CreateLine$$anonymous$$aterial();
         line$$anonymous$$aterial.SetPass(0);
 
         // start drawing the grid with selected color
         GL.Begin(GL.LINES);
         GL.Color(gridColor);
             
         // draw lines for the Y and Z axis
         for(int i = 0; i <= gridGridLength; i += GRID_SIZE) {
             GL.Vertex3(temp.x, currentLevel, temp.z + i);
             GL.Vertex3(gridGridLength, currentLevel, temp.z + i);
             GL.Vertex3(temp.x + i, currentLevel, temp.z);
             GL.Vertex3(temp.x + i, currentLevel, gridGridLength);
         }
         
         // draw lines for the Y and Z axis on the upper and lower layer if needed
         if(additionalLayers) {
             for(int i = 0; i <= gridGridLength; i += GRID_SIZE) {
                 
                 // change color for upper layer
                 GL.Color(gridUpperNeighborColor);
                 
                 // draw lower layer
                 GL.Vertex3(temp.x, currentLevel + GRID_WIDTH, temp.z + i);
                 GL.Vertex3(gridGridLength, currentLevel + GRID_WIDTH, temp.z + i);
                 GL.Vertex3(temp.x + i, currentLevel + GRID_WIDTH, temp.z);
                 GL.Vertex3(temp.x + i, currentLevel + GRID_WIDTH, gridGridLength);
                 
                 // change color for lower layer
                 GL.Color(gridLowerNeighborColor);
                 
                 // draw upper layer
                 GL.Vertex3(temp.x, currentLevel - GRID_WIDTH, temp.z + i);
                 GL.Vertex3(gridGridLength, currentLevel - GRID_WIDTH, temp.z + i);
                 GL.Vertex3(temp.x + i, currentLevel - GRID_WIDTH, temp.z);
                 GL.Vertex3(temp.x + i, currentLevel - GRID_WIDTH, gridGridLength);
             }
         }
         
         // end drawing
         GL.End();
     }
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