diff --git a/src/Layers/xrRenderPC_R4/r4_R_render.cpp b/src/Layers/xrRenderPC_R4/r4_R_render.cpp index d96611be0..4d5082a01 100644 --- a/src/Layers/xrRenderPC_R4/r4_R_render.cpp +++ b/src/Layers/xrRenderPC_R4/r4_R_render.cpp @@ -343,15 +343,6 @@ void CRender::Render() if (Details) Details->details_clear(); - if (g_hud) - { - PROF_EVENT("render_hud"); - if (g_hud->RenderActiveItemUIQuery()) - GMBase.r_dsgraph_render_hud_ui(); - if (g_hud->RenderCamAttachedUIQuery()) - GMBase.r_dsgraph_render_cam_ui(); - } - } #include "../xrRender/CHudInitializer.h" @@ -371,6 +362,17 @@ void CRender::render_forward() GMBase.fade_render(); // faded-portals GMBase.r_dsgraph_render_sorted(false); // strict-sorted geoms g_pGamePersistent->Environment().RenderLast(); // rain/thunder-bolts + + // Item and camera attachment UI draws before the sorted HUD so nearer glass and the post chain cover it + if (g_hud) + { + PROF_EVENT("render_hud"); + if (g_hud->RenderActiveItemUIQuery()) + GMBase.r_dsgraph_render_hud_ui(); + if (g_hud->RenderCamAttachedUIQuery()) + GMBase.r_dsgraph_render_cam_ui(); + } + GMBase.r_dsgraph_render_sorted_hud(); }