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Incorrect draw order #71
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Hi! Thanks for reporting. I have tried multiple workarounds to get this fixed, but I haven't been able to find a way to fix this without changing
Due to this limitation (layer ordering being inaccessible), when I wrote this library I wrote a parallel mechanism in In my opinion, the right solution here would be to modify egui so that this layer sorting mechanism is better exposed to end users, and detached from areas when possible. I think I have a clear enough picture of the code that I could make a PR for that, but I'm not sure if it would be welcome upstream. With this, we'd be able to define a draw order that is different of the order in which the calls to draw nodes is made. Another solution would be to use Long story short, solving this issue in the right way needs changes inside I would like to suggest a workaround in the meantime, or build some hacky solution on my end that I could ship right now on my end, but I can't find any way to do this that doesn't require messing with egui internals. PS: By the way, @edeetee this application looks really cool! Is this some sort of shader graph editor? I'd love to see more about it 😄 |
I have two, possibly related, issues with UI ordering
1. Cables are above nodes
Cables should render behind nodes. As you can see, if they are in front, it can look pretty janky.
2. Attempting to select a node selects most back node when layered
If I click on the title "ObjRender", it brings the "Expression" node to the front.
I expect the UI to reflect what I can interact with. "Expression" should only be selected if I click where I can see it, on the left.
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