Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by LostInTime · Apr 14, 2014 at 12:25 AM · textureingline drawing

Using GL to draw after OnGUI

I know the execution order of the things inside Unity (including that OnPostRender() is called before OnGUI()). The thing is that I want to be able to draw lines with GL over some GUI textures. I've done some research on this and someone (do not remember where I saw it...) said to use OnPostRender as a coroutine. Is this correct? (Because when I tried it didn't work for me and no one had replied/voted on his answer)

The code I have is the following:

 void Update () {
     StartCoroutine(OnPostRender());
 }
 
 void OnGUI () {
     /*
     Drawing texture
     */
 }
     
 IEnumerator OnPostRender() {
     /*
     Drawing lines with GL
     */
     yield return new WaitForEndOfFrame ();
 }

Is GUI being drawn after because of a mistake I made, or is it just not possible to achieve this way?

Thanks in advance

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Benproductions1 · Apr 14, 2014 at 01:10 AM 0
Share

In any case, if it was to work, your GL draw code would have to be after the yield, not before it.

avatar image LostInTime · Apr 14, 2014 at 09:34 AM 0
Share

I understand that, but if I do it then the code won't even run

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by Graham-Dunnett · Apr 14, 2014 at 02:30 PM

 //c# example
 using UnityEngine;
 
 public class lineOverTexture : MonoBehaviour {
 
     private static readonly Color lineColor  = new Color (1f, 0f, 0f, 0.88f);
 
     // Use this for initialization
     void Start () {
         CreateLineMaterial();
     }
 
     public Texture aTexture;
     
     void OnGUI() {
         GUI.DrawTexture(new Rect(10, 10, 60, 60), aTexture, ScaleMode.ScaleToFit);
 
         if (Event.current.type != EventType.Repaint)
             return;
 
         DrawLines();
     }
         
     // Update is called once per frame
     void Update () {
     
     }
     
     private void DrawLines()
     {
         lineMaterial.SetPass(0);
         GL.PushMatrix ();
         GL.Begin (GL.LINES);
          GL.Color (lineColor);
          DrawLine(new Vector2(10.0f, 10.0f), new Vector2(70.0f, 10.0f));
          DrawLine(new Vector2(70.0f, 10.0f), new Vector2(70.0f, 70.0f));
          DrawLine(new Vector2(70.0f, 70.0f), new Vector2(10.0f, 70.0f));
          DrawLine(new Vector2(10.0f, 70.0f), new Vector2(10.0f, 10.0f));
         GL.End ();
         GL.PopMatrix ();
     }
     
     private void DrawLine (Vector2 p1, Vector2 p2)
     {
         GL.Vertex (p1);
         GL.Vertex (p2);
     }
 
     private Material lineMaterial;
     
     private void CreateLineMaterial()
     {
         if( !lineMaterial ) {
             lineMaterial = new Material( "Shader \"Lines/Colored Blended\" {" +
                 "SubShader { Pass { " +
                 "    Blend SrcAlpha OneMinusSrcAlpha " +
                 "    ZWrite Off Cull Off Fog { Mode Off } " +
                 "    BindChannels {" +
                 "      Bind \"vertex\", vertex Bind \"color\", color }" +
                 "} } }" );
             lineMaterial.hideFlags = HideFlags.HideAndDontSave;
             lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave;
         }
     }
 }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

23 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How should I do to draw lines like this? 0 Answers

How to draw a line around a hexagon 2 Answers

Textures overlapping - with screenshots 1 Answer

What is the best way to create a simple colored plane object in NGUI? 1 Answer

How can I draw the distance around a prefab? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges