Draw & Blend the texture image back into the framebufferĢ) Pass along extra vertex, namely which vertices are adjacent in the proper winding order, and dynamically generate extra outline triangles.ģ) Use cheap edge detection. Do a N-pass "tap", such as 5 or 7 pass tap where you blur the texture via rendering to itself in both the vertical and horizontal direction (another option is to scale drawing the texture image up).The common search terms are:ġ) The traditional approach is to use the stencil buffer and render to textureĬlear the stencil buffer (usually done once per frame) glClear( GL_COLOR_BUFFER_BIT | DEPTH_BUFFER_BIT | STENCIL_BUFFER_BIT )ĭisable Color Buffer Writes glColorMask( 0, 0, 0, 0 ) Įnable the Stencil buffer Set stencil to always pass and replace glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE ) There are a couple of ways of doing this depending on the a) Qaulity, and b) Speed you need.
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