Hey Dave!
Nope - convex polygons only. Any concave bits will be filled in. > > I got away with some concave corners; my "shop" model has a overhanging gallery so the side walls have a concave corner, but there I got lucky as that was originally a 'triangle-fan anyway. That was in a way bad luck as it made me jump to the conclusion that this should be possible. Is the kind of thing I was looking for fundamentally impossible in OpenGL? > I had exactly this problem a few weeks ago and had to connect fake > wireframes out of ribbons as you describe. It's time consuming though - > I made a script to display the vertex indices of a polygon object to > make it easier. I'll try and publish some of this as soon as I can. > > I'll get to it. I'll probably use a mixture of scripting and manual jobs. I did some tests and it doesn't look as good as "real" wire-frames at the corners. I could try to fake those by filling them in with pixel particles, depending on how bad it gets. > The other alternative is some sort of shader, colour dependant on the > continuity of the surface so the corners change colour or something more > or less like that. It probably won't look as good. > > I thought about that. I'll look into it anyway because I'd like to shade trees in a different way from buildings. The issue with shaders is that they know a lot less about how we'd like to interpret the model than we do, which counts in favour of manual jobs. I noticed that very small differences in how models of few polygons are displayed make a huge difference in how they come across. The Git version with the PLT fix has been great so far, BTW. Beautifully stable. Yours, Kas.
