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Should be able to reuse much of the shadow edges logic to tag lines with their adjacent face normals, then only render silhouette edges
The text was updated successfully, but these errors were encountered:
Similar to Mesh.shadow, might be able to have
Mesh.shadow
Mesh.silhouette : Mesh coordinates a -> Silhouette coordinates
and then Scene3d.silhouette, Scene3d.withSilhouette etc.
Scene3d.silhouette
Scene3d.withSilhouette
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Possibly useful: use trick described in http://www.terathon.com/gdc07_lengyel.pdf to adjust depth calculation, instead of using actual polygon offset
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Should be able to reuse much of the shadow edges logic to tag lines with their adjacent face normals, then only render silhouette edges
The text was updated successfully, but these errors were encountered: