View Single Post
06-26-17, 06:04 PM   #5
Layback_
An Onyxian Warder
Join Date: Feb 2016
Posts: 358
Hi

@Game92, thank you for your idea, but I don't want to waste a resource only to draw one region on top of another

@Gethe & MunkDev, After I've posted this, I tried SetDrawLayer, but no luck

It still has a same result as it's shown below.



Lua Code:
  1. local text = UIParent:CreateFontString();
  2. text:SetDrawLayer("ARTWORK", -8);
  3. text:SetFont(LSM:Fetch("font", "koverwatch"), 24, "OUTLINE");
  4. text:SetPoint("CENTER");
  5. text:SetText("Text");
  6.  
  7. local texture = UIParent:CreateTexture();
  8. texture:SetDrawLayer("ARTWORK", 7);
  9. texture:SetTexture(READY_CHECK_READY_TEXTURE);
  10. texture:SetPoint("CENTER");
  11. texture:SetSize(36, 36);

AFAIK, sublevel argument should change the rendering order of regions in same layer where 7 is the highest order while -8 is the lowest order, but the texture is still drawn at the back

I also tested with different layers, but still didn't work out..

*EDIT: Creating fontstring after texture did not solve this problem as well.

Last edited by Layback_ : 06-26-17 at 06:06 PM.
  Reply With Quote