#42244 - bluescrn - Sun May 08, 2005 10:31 am
As a few people are starting to keep their knowledge to themselves due to ongoing compos, I decided I'll share what I've figured out so far....
Edge antialiasing couldn't be easier:
would appear to be all you need!
Outlining is a neat feature - it'll draw a single-pixel outline around a group of polygons with the same ID - for example giving a perfect outline around a cel-shaded object.
IDs range from 0-63, giving 8 groups of 8 IDs. (group 0 is IDs 0-7, group 1 is IDs 8-15, etc) Each group can have its own outline colour.
The outline will be drawn where a polygon edge meets a polygon with a different ID (even if in the same group).
Outlining and edge AA can be used together, but it doesn't look very good.
There's an annoying glitch with outlining - it'll always draw an outline at the edges of the screen where the polygon is clipped. Not sure if there's any way to prevent this - maybe you just have to cover it up with something...
...now to try to figure out translucency....
Edge antialiasing couldn't be easier:
Code: |
glEnable(GL_ANTIALIAS); |
would appear to be all you need!
Outlining is a neat feature - it'll draw a single-pixel outline around a group of polygons with the same ID - for example giving a perfect outline around a cel-shaded object.
IDs range from 0-63, giving 8 groups of 8 IDs. (group 0 is IDs 0-7, group 1 is IDs 8-15, etc) Each group can have its own outline colour.
Code: |
glEnable(GL_OUTLINE); glSetOutlineColor(nIDGroup, RGB15(r,g,b)); glPolyFmt( [normal flags here] | POLY_ID(nId)) // draw polys |
The outline will be drawn where a polygon edge meets a polygon with a different ID (even if in the same group).
Outlining and edge AA can be used together, but it doesn't look very good.
There's an annoying glitch with outlining - it'll always draw an outline at the edges of the screen where the polygon is clipped. Not sure if there's any way to prevent this - maybe you just have to cover it up with something...
...now to try to figure out translucency....