Hi TinSoldier, wireframe just renders the triangles of a mesh so there is no way to make them thicker other than rendering the mesh multiple time(or use imposters) slightly offset from the master or do this in your modeller if only rendering the wirframe and the visual is not important. havn't tried to do that but it may be the only way that i can see.
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- Shaders - miscellaneous - (Wireframe & Point)
Author Topic: Shaders - miscellaneous - (Wireframe & Point) (Read 4709 times)
Thanks for the speedy reply .
Another question..
Can the shader render quads only ?
The look im going for is the old look of BattleZone tank warfare where the models are only simple wireframe...
Im open for any ideas on how to get that look..
Another question..
Can the shader render quads only ?
The look im going for is the old look of BattleZone tank warfare where the models are only simple wireframe...
Im open for any ideas on how to get that look..
no prob, the shader will only draw the lines for triangles in the mesh unfortunaley.
there are a few ways you can get that quad look though.
1. the most obvious is build the mesh to look that way i.e. model the outlines by hand or available tools in your modeler, takes abit of modelling skill though.
or
2. build your model as quads, create uv's for it and do a screen capture of the uv layout before you triangulate the mesh. then make a texture out of the screen capture. and use that as the texture for your mesh.
that all I can think of. I used method 1 for certain debug visual in my engine where triangles just looked too messy, but they where simple models and wouldn't be as easy ans option 2 on a complex model.
hope it helps some.
there are a few ways you can get that quad look though.
1. the most obvious is build the mesh to look that way i.e. model the outlines by hand or available tools in your modeler, takes abit of modelling skill though.
or
2. build your model as quads, create uv's for it and do a screen capture of the uv layout before you triangulate the mesh. then make a texture out of the screen capture. and use that as the texture for your mesh.
that all I can think of. I used method 1 for certain debug visual in my engine where triangles just looked too messy, but they where simple models and wouldn't be as easy ans option 2 on a complex model.
hope it helps some.
I played around.. i think a texture applied with some transparency seems to be the best way to get the end results ..
looks good Tin, also if you are useing custom shaders you can make double sided with cullmode=none; in the technique like
Code: [Select]
technique Skinning
{
pass p0
{
VertexShader = (vsArray[boneCount]);
PixelShader = compile ps_1_1 PixScene();
FillMode = wireframe;
cullmode = none;
}
}
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