Search Unity

GL.IssuePluginEvent between render queues

Discussion in 'Editor & General Support' started by Marnix, Aug 30, 2013.

  1. Marnix

    Marnix

    Joined:
    Sep 7, 2011
    Posts:
    11
    I am drawing some opaque points via a native C++ plugin and I'm using GL.IssuePluginEvent to perform the drawing. But I can't find a way to issue the event between the opaque and transparent queue of one camera.

    Is there a way to know when a camera is done with opaque so I can draw some things, before it will draw my transparent things?
     
  2. Corngood

    Corngood

    Joined:
    Nov 15, 2012
    Posts:
    20
    I'd really like to know this too... Should be the same for all immediate drawing: GL.Begin (), DrawMeshNow, DrawProcedural, etc.