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Question by
icinema · Feb 20, 2018 at 03:29 AM ·
glrender order
Rendering GL.Lines before everything else
I've got a simulation where i draw lots of lines on the screen (in 3d) before placing text on top of it using TextMesh/Quads. At the moment, i draw all the lines first by using LineRenderer, with material.renderqueue = 0, and no Z-depth testing.
This means that even though in 3d space the lines are "in front" of the text/Quads, the text/quads are always guaranteed to draw over the top and hence be shown in front.
The problem with LineRenderer is that I am rendering 5000+ lines, and the FPS drops to a halt. Using GL.Quad to render lines is notably faster, however it occurs in OnPostRender(), so i am unable to make it render first!
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