Another possibility is to adapt a toon shader, but I'm not sure you'd get 
very crisp results. It'd avoid drawing the geometry twice, and wouldn't 
pick out _every_ edge. Anyone fancy rewriting a version of Elite that 
emulates the original BBC micro version...

John Donovan
Sony Computer Entertainment Europe
http://www.scee.com


[EMAIL PROTECTED] wrote on 03/11/2006 15:34:05:

> Unfortunately, due to differences in polygon versus line 
> rasterization, a "less or equal" depth test will still produce z-
> fighting. (You'd need the old SGI plane equation extension to make 
> this work, to force line line fragments to have Z values that match 
> the polygon's plane equation. Most hardware doesn't support this 
extension.)
> 
> Instead, I'd modify the algorithm below slightly: In the second pass
> (when rendering in line mode), enable polygon offset to ensure the 
> lines don't z-fight with the polygon.
> 
> (As an additional note, this algorithm will only work if you have 
> polygonal geometry.)
> 
> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com
> 303 859 9466
> 
> 
> 
> The OSG does not have such a built-in feature afaik
> Maybe you can draw your object in the z-buffer (disabling the color 
> buffer output) and then draw the wireframe in the color buffer with 
> a "less or equal" depth function.
> Well, this is the approach I would use; implementing the technique 
> described in the article seems very difficult, but it might be 
> possible with a (very complex) shader.
> 
> Thibault
> 
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://openscenegraph.net/mailman/listinfo/osg-users
> http://www.openscenegraph.org/

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