Idea for real-time line rendering 

I don't like "large ΔZ=dark pixel" since it can darken steep slopes and miss touching but separate objects. Instead, can use object ID differentiation, or use already-available adjacency info. In GS, do vertex transform, and calculate winding for adjacent triangles. If one is facing away, generate an extra line primitive along that edge.

oh, you might want to do it in two passes to switch shaders, and add a bias to avoid Z fighting.

(yes, I know arbitrary z thresholds is something I was trying to avoid, but the only time this would matter is if it poked through a very close and thin occluder)

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where are the graphics programmers in the fediverse. I will follow them

@impiaaa I used to be one but I'm soooo out of practice now :|

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