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 <geometr...@gmail.com> 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 >