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:
local text = UIParent:CreateFontString();
text:SetDrawLayer("ARTWORK", -8);
text:SetFont(LSM:Fetch("font", "koverwatch"), 24, "OUTLINE");
text:SetPoint("CENTER");
text:SetText("Text");
local texture = UIParent:CreateTexture();
texture:SetDrawLayer("ARTWORK", 7);
texture:SetTexture(READY_CHECK_READY_TEXTURE);
texture:SetPoint("CENTER");
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.