Game Development Community

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

#1
07/23/2006 (6:24 pm)
Need help!!
#2
07/23/2006 (6:45 pm)
You could try this, which is a different method. It's a little more complex but could work potentially as well or better, depending on the situation.
#3
07/25/2006 (10:25 pm)
@paul

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.