title: Is WaitForEndOfFrame the same as OnRenderImage?
body: <p>In Unity, is <code>WaitForEndOfFrame</code></p>
  
  <pre class="lang-c# prettyprint-override"><code>void Update() 
  {
    StartCoroutine(_c());
  }
  
  IEnumerator _c() 
  {
    yield return new WaitForEndOfFrame();
    BuildTexturesForExample();
  }
  </code></pre>
  <p>identical to <code>OnRenderImage</code>?</p>
  <pre class="lang-c# prettyprint-override"><code>void OnRenderImage() 
  {
    BuildTexturesForExample();
  }
  </code></pre>
  <p>(It goes without saying the minimal/useless unity doco on the two calls does not help.)</p>
  <p>If not what is done &quot;after&quot; <code>OnRenderImage</code> until <code>WaitForEndOfFrame</code> is called?</p>
  <p>Does anyone have any experience of using the two comparatively?</p>
  <h1>Safe to replace??????</h1>
  <p>Can you <em><strong>always safely replace</strong></em> a <code>WaitForEndOfFrame</code> pattern with <code>OnRenderImage</code>?<sup>1</sup></p>
  <p>What's the deal?</p>
  <hr />
  <p><sup>1</sup><em>(Of course, gizmos/ongui are irrelevant.)</em></p>