> > 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

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