If your game draw code isn't using iGlass widgets you will probably have to do something weird. For example in my map editor I had to create a type derived from IGL_Widget, or whatever it is called, and add that to the screen. This way iGlass handled calling the draw code in the correct order.
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I just looked I extended IGL_Frame and put my map drawing code in the Refresh() method.
What we need here is a new parameter to IGL_InitGUI() that is a function pointer. That function would get called in the IGL_RefreshGui() function right after iGlass draws the background but before it draws the rest of the widgets.
I suppose you could go edit the Inc_IGlass.bmx file and add a call to your graphics drawing routines right after the background image is drawn. right around line 122
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I just looked I extended IGL_Frame and put my map drawing code in the Refresh() method.
What we need here is a new parameter to IGL_InitGUI() that is a function pointer. That function would get called in the IGL_RefreshGui() function right after iGlass draws the background but before it draws the rest of the widgets.
I suppose you could go edit the Inc_IGlass.bmx file and add a call to your graphics drawing routines right after the background image is drawn. right around line 122