Cam2D3D rendering order.

Anyone know how to fix an issue where Cam2D3D is drawing behind transparent objects. For example I have a glass model, And the cam2d3d gets drawn behind it. Is there any way around this or is it stuck like that?

Are you assigning the Cam to a specific Entity, or … ?

Yes.

Adjust the position of the Camera. Is it only the Glass Texture that it’s glitching out with?

Yes, Only transparent objects.

Are you sure you mean 2D3D, meaning a 3D render that is plastered ontop of your HUD and not at any specific world coordinates?

[editline]27th February 2016[/editline]

you could try using

GM/PostDrawTranslucentRenderables

Thanks that would or worked, Altough in the end I just went with cam.Start3D() and then cam3d2d in HUDPaint.