Hi, I just posted an email to this group a little while ago pointing to this website:
http://www.opengl.org//resources/code/samples/advanced/advanced96/node54.html#SECTION000121000000000000000 I basically implemented this word for word (translating OpenGL to OSG) and it worked perfectly. I think I got it down to only having to traverse the (part of the) scene twice, but then I'd have to look at my code again. Point is, it was pretty trivial using OSG using standard node hierarchy construction and StateSet attributes. Chris On 11/3/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
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/ ********************************************************************** This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify [EMAIL PROTECTED] This footnote also confirms that this email message has been checked for all known viruses. ********************************************************************** Sony Computer Entertainment Europe _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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