wireframe over render
Blitz3D Forums/Blitz3D Programming/wireframe over render
| ||
Some people seem to want one, so here is a simple, easily controllable, wireframe over render system that can work on multiple entities and looks real nice.;wireframe over render ;wireframe version of entities ;if you don't want one to be wireframe, don't put it here CameraClsMode camera,True,False For gah.selectedbox = Each selectedbox HideEntity gah\mesh Next For mesh.mesh = Each mesh EntityAlpha mesh\model,1 Next WireFrame True RenderWorld ;solid version of entities ;semi-transparent ;if you don't want semi-transparency, move this rendering pass above the other one CameraClsMode camera,False,True For gah.selectedbox = Each selectedbox ShowEntity gah\mesh Next For mesh.mesh = Each mesh EntityAlpha mesh\model,0.5 Next WireFrame False RenderWorld I hope somebody finds a use for this. |
| ||
Anybody got a response, or am I too late to please anyone with this? |
| ||
Patience... I just saw this! If it work like it should, it's useful to me at least. So thanks! |
| ||
You should render wireframes last, so they will appear on top of meshes at the same z-depth. CameraClsMode 1,1 Hide wire meshes Show solid meshes WireFrame 0 RenderWorld CameraClsMode 0,0 Show wire meshes Hide solid meshes WireFrame 1 RenderWorld Flip |
| ||
only problem is that apparently some cards don't support wireframe rendering. |
| ||
I wonder if this old legend about wireframe support is true! Anyone had once a problem with wireframe? |
| ||
Anyone had once a problem with wireframe? Yes, lock up. |
| ||
You should render wireframes last, so they will appear on top of meshes at the same z-depth. Doesn't make any difference in my experience, since any point on a 'solid' mesh is going to have the same z-depth as the same point on the wireframe mesh. You just get z fighting. |