> > I have done this before, and the results are interesting > but not high > > quality due to differences in line/polygon rasterization. > Still a good > > trick nonetheless. > > -Paul > > > glPolygonOffset()?
Yes. This is actually what I used to do (not exactly as the original poster described it): 1. Render front faces in GL_FILL mode. 2. Disable lighting and texture mapping, and set primary color to white. 3. Enable polygon offset for lines, set to something like (-1, -1) to pull the wireframe towards the viewer in depth buffer window space. 3. Render backfaces in GL_LINE mode. With this approach, there is no need to tinker with depth test. The results were good but somewhat rough. I was using this back in the OpenGL 1.1 days, so there was no multisampling available, which (I imagine) might improve the appearance somewhat. I believe there are ways to get silhouette outline effects these days using shaders, which don't require multipass and produce better results. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com 303 859 9466 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

