no, my idea is doing simple poly games, a bit like those 3d games from
Amiga time (such as Robocop3 and many others) - very flatcoloured -
but i really wanted so have the meshes wireframed - thanks for all
useful info! :)
On 7/27/09, Ian Mallett <geometrian@xxxxxxxxx> wrote:
Yes, unfortunately. That may be a problem, especially if the
object is high
poly. There are more complex methods that use shaders. One of the
better
ones I've found is:
Render the scene to two textures, one RGB and the other depth
Apply an edge-detection filter to the depth texture (no edge =
white, edge =
black)
Multiply the two textures together on a fullscreen quad.
The problem here is you'd need shaders if you want to only have one
pass,
which may be overkill. (MRT to render to both textures
simultaneously or
storing the depth in the alpha channel of the texture). If you
want to use
fixed function, you'd need two render-to-textures; one for each
texture--and
so there wouldn't really be an advantage to this method over the
original
one.
There's also normal-based edge detection, which I have tried as
well. It's
simpler, though you'll probably need a shader here too. This
unfortunately
suffers from line-thickness, which may or may not be a problem.
You'd only
need one pass though.
HTH,
Ian