Rendering my own list of geometries after everything

Hello what is the way to be able to render my own series of geometries after everything else is drawn?

I tried attaching:

[java]
package com.customcod3z.easygui;

import com.customcod3z.easygui.test.RenderTest;
import com.jme3.app.SimpleApplication;
import com.jme3.material.Material;
import com.jme3.post.SceneProcessor;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Quad;
import com.jme3.texture.FrameBuffer;

/**

  • Created by MichaelZuegg on 05.08.2014.
    */
    public class MyPostprocessor implements SceneProcessor {
    SimpleApplication simpleApplication;
    RenderManager renderManager;

    Geometry geometry;

    public MyPostprocessor(RenderTest renderTest) {
    this.simpleApplication = renderTest;
    geometry = new Geometry("", new Quad(100, 100));
    geometry.setMaterial(new Material(simpleApplication.getAssetManager(), “Common/MatDefs/Misc/Unshaded.j3md”));
    geometry.setLocalTranslation(10, 10, 10);
    geometry.updateGeometricState();
    }

    @Override
    public void initialize(RenderManager renderManager, ViewPort viewPort) {
    this.renderManager = renderManager;
    }

    @Override
    public void reshape(ViewPort viewPort, int i, int i2) {

    }

    @Override
    public boolean isInitialized() {
    return false;
    }

    @Override
    public void preFrame(float v) {

    }

    @Override
    public void postQueue(RenderQueue renderQueue) {

    }

    @Override
    public void postFrame(FrameBuffer frameBuffer) {
    renderManager.renderGeometry(geometry);
    }

    @Override
    public void cleanup() {

    }
    }

[/java]

to the viewport, but strangly it does not work when i attach it to the guiViewPort.

Any toughts are welcome

If you add it to the GUI anyway, why not just give everything a z pos of 1000?

I kind of need correct renderordering for my tree like structure. managing the zpos of each item is way harder then iterating trough the tree and render directly

//Add:

Also why increasing the graph when there is absolutely no need to?

@zzuegg said: I kind of need correct renderordering for my tree like structure. managing the zpos of each item is way harder then iterating trough the tree and render directly

//Add:

Also why increasing the graph when there is absolutely no need to?

The gui viewport is setup strangely and there is some hard-coded stuff dealing with the Gui Bucket… maybe this is the issue. Make sure your stuff is also in the Gui Bucket (this is automatic when adding things to the guiNode) or it won’t be positioned properly, etc.

Note: you could also do what you want with a custom comparator… or another post viewport. When I want to render another hud layer, I do it with a viewport… but your issues might be similar. I also have a custom comparator that lets me be explicit about layers.

Hm, i try the ‘easy’ way first before moving to the comparator.

A quick follow up question, at what point is SceneProcessor.postQueue() called? After the filling, or after the sorting?

Once the queues have been populated, meaning after culling but before sorting.