Subject:
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Re: Rendering implementation details
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Newsgroups:
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lugnet.cad.dev
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Date:
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Tue, 25 Jan 2005 04:28:51 GMT
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Viewed:
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1962 times
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In lugnet.cad.dev, Don Heyse wrote:
> There are faster ways to do it but I don't think anyone has implemented
> them in an ldraw renderer yet. Search with google for "opengl" and
> "cartoon rendering" or "magic halo" for the algorithms. The basic idea
> is to do something like this:
>
> - draw back facing polygons of your model in wireframe with depth test
> set to less or equal (glDepthTest(GL_LEQUAL)), no lighting, no texturing.
>
> Then:
>
> - draw front facing polygons solid, depth test less (glDepthTest(GL_LESS)),
> lighting and texturing (if you want). This covers all but the outer
> edge lines.
I'm not 100% sure, but I believe most (if not all) of these outlining algorithms
expect you to know the difference between the front faces and the back faces.
It could be that they could be adopted for use when you don't have this
information, but I'm not sure. If not, then they would only work for BFC'd
parts.
--Travis Cobbs
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Message is in Reply To:
| | Re: Rendering implementation details
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| (...) You're right about the performance hit. We've discussed this issue previously on lugnet, because quite a few of the renderers out there use opengl (ldview, leocad, ldglite, Mac Brick Cad...) Source code is available for all of these if you (...) (20 years ago, 25-Jan-05, to lugnet.cad.dev)
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