diff --git a/Templates/Full/game/core/scripts/client/renderManager.cs b/Templates/Full/game/core/scripts/client/renderManager.cs index 5dc7951d8..c0a74e18b 100644 --- a/Templates/Full/game/core/scripts/client/renderManager.cs +++ b/Templates/Full/game/core/scripts/client/renderManager.cs @@ -61,6 +61,8 @@ function initRenderManager() DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalRoadBin) { bintype = "DecalRoad"; renderOrder = 0.8; processAddOrder = 0.8; } ); DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalBin) { bintype = "Decal"; renderOrder = 0.81; processAddOrder = 0.81; } ); DiffuseRenderPassManager.addManager( new RenderOcclusionMgr(OccluderBin){ bintype = "Occluder"; renderOrder = 0.9; processAddOrder = 0.9; } ); + // Render the sky last + DiffuseRenderPassManager.addManager( new RenderObjectMgr(SkyBin) { bintype = "Sky"; renderOrder = 1.95; processAddOrder = 1.95; } ); // We now render translucent objects that should handle // their own fogging and lighting. @@ -77,8 +79,6 @@ function initRenderManager() // Note that the GlowPostFx is triggered after this bin. DiffuseRenderPassManager.addManager( new RenderGlowMgr(GlowBin) { renderOrder = 1.5; processAddOrder = 1.5; } ); - // Render the sky last - DiffuseRenderPassManager.addManager( new RenderObjectMgr(SkyBin) { bintype = "Sky"; renderOrder = 1.55; processAddOrder = 1.55; } ); // We render any editor stuff from this bin. Note that the HDR is // completed before this bin to keep editor elements from tone mapping.