Hie,

I am currently working on a 3D gui for chess engines as a self inflicted 
tutorial to learn CS. It is a reasonnable
size project since the art-work is not too much of an effort. Chess 
engines are typically text based
things that need an interface on top of it.

As a part of this, I want to hilite meshes a lot (the game board to 
invite a click to start a new game,
the pieces to show which one is under the mouse). I have figured out a 
way to do that using
the 'glow' texture and the standard shader. I have coded a prototype 
where I am tinckering with the
material of the mesh, adding/removing the glow texture shader variable. 
This look quite complicated
to me, but does the job. Now, I have some questions :

- After some googling, I did not find much input on a'classical method 
to hilite an object'.
  Is there a well known 'hilite' technics that does not impose the usage 
of a texture channel that
  might already be in use by the model ?
 
- Is there already some simpler (ie, already coded ;-) solution to 
hitlite a mesh somewhere in
  Crystal or CEL that I might have missed ? (I am using release 1.0.0 of 
CS/CEL)
  (specifically because the code I have works on genmesh, not on things).

Best regards,

Sebastien.



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