Need help for Scaling flipped normals for cartoon outline??
by kingkong · in Torque Game Engine · 07/11/2006 (1:14 am) · 3 replies
I saw "Cell Shading Tutorial" thread.
i tried it with 3dsmax and i works well.
the outline looks much better than drawing edges for outline.
instead of making model with scaled fliped normals,
i want to modify engine to draw mesh with scaled and flipped normals.
void TSMesh::render(S32 frame, S32 matFrame, TSMaterialList * materials, const MatrixF *objectTransform)
{
// draw normals
// draw scaled flipped normals with black color
}
i can draw flipped normals with glCullFace(GL_FRONT), right?
how can i scale it?
do i have to scale each vertices? how can i do that?
i'm a 3d programming newbie. need help!!
thanks
i tried it with 3dsmax and i works well.
the outline looks much better than drawing edges for outline.
instead of making model with scaled fliped normals,
i want to modify engine to draw mesh with scaled and flipped normals.
void TSMesh::render(S32 frame, S32 matFrame, TSMaterialList * materials, const MatrixF *objectTransform)
{
// draw normals
// draw scaled flipped normals with black color
}
i can draw flipped normals with glCullFace(GL_FRONT), right?
how can i scale it?
do i have to scale each vertices? how can i do that?
i'm a 3d programming newbie. need help!!
thanks
#3
thanks for answering.
i tried it and it works really well and better performance.
but scaling flipped normals look better and edges look much smoother.
so i decide to use scaling flipped normals even though it doubles poly.
any idea to draw scaling flipped normals will be appreciated.
07/25/2006 (10:25 pm)
@paulthanks for answering.
i tried it and it works really well and better performance.
but scaling flipped normals look better and edges look much smoother.
so i decide to use scaling flipped normals even though it doubles poly.
any idea to draw scaling flipped normals will be appreciated.
Torque Owner kingkong