for example:
http://en.wikipedia.org/wiki/Altitude_(triangle)
Wireframe shaderSoftware: Away3D 4.x |
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John Brookes, Moderator
Posted: 30 July 2013 01:43 PM Total Posts: 732 [ # 17 ] The way I see it. (May be wrong)
private function vertexToEdgeDistance(v1:Vector3D, v2:Vector3D, v3:Vector3D) : Number That then makes the edge thickness of the triangle sides equal for any triangle and thickness.
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beers, Member
Posted: 30 July 2013 07:22 PM Total Posts: 53 [ # 22 ] Does this wireframe shader actually work in away3d? If so…AWESOME! I hope this shader (and the method that auto creates the extra vertex distance buffer) can be included in the next release of Away3D. I’ll keep my fingers crossed,
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Luca, Sr. Member
Posted: 31 July 2013 06:00 AM Total Posts: 230 [ # 23 ] Hi beers Since Away3D must always work ... Have you tested this shader with complex geometries, different camara distance, ecc I hope you have time the help us like JohnBrookes ( thanks again ) that have correct my erronous interpretation of the formula that give the distance between vertex and opposite edge of the triangle in question. The thickness of the line seem to be ok. This method comes from NVidia, and, this is frome the original NVidia paper: The method was presented in the SIGGRAPH 2006 sketch “Single-Pass Wireframe Rendering” Do you whant to be a beta tester ? I enjoy
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Luca, Sr. Member
Posted: 31 July 2013 07:46 AM Total Posts: 230 [ # 24 ] PIX “attached” to Flash Player Debugger: http://northwaygames.com/?p=1109 http://tomtech999.wordpress.com/2011/09/07/debugging-directx-applications-with-pix-for-windows/
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Luca, Sr. Member
Posted: 31 July 2013 01:12 PM Total Posts: 230 [ # 26 ] damn, damn, damn, GEOMETRY SHADER WHERE ARE YOU ? http://www.adobe.com/devnet/flashplayer/articles/vertex-fragment-shaders.html
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