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Subject: 
Re: Rendering implementation details
Newsgroups: 
lugnet.cad.dev
Date: 
Tue, 25 Jan 2005 04:28:51 GMT
Viewed: 
1868 times
  
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



Message is in Reply To:
  Re: Rendering implementation details
 
(...) 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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