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Nov 15, 2018 at 14:58 answer added SnoepGames timeline score: 0
Dec 6, 2012 at 15:53 vote accept Engineer
Dec 4, 2012 at 19:03 comment added Engineer @Gajoo, As I was saying in the question, it's not just about the silhouette. Note the intrusive lines behind the girl's shoulder in the first image. Those are a function of the flipped-normals approach, and act as suggestive contours / creases. I need same.
Dec 4, 2012 at 18:57 comment added Ali1S232 what about using same algorithm as the one generating red outlines, and then thinning/growing lines based on their depth?
Dec 4, 2012 at 15:02 comment added snake5 25 million vertices (linear reads/writes) vs. 23 million texture samples (rather poorly cached memory reads + decompression of render target data) @ 1280x720. Limiting/reducing vertex count is a lot easier, by the way. Especially these days, when big monitors (1920x1080+) & multimonitor setups are getting very popular.
Dec 4, 2012 at 14:33 history edited Engineer CC BY-SA 3.0
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Dec 4, 2012 at 14:26 comment added Engineer @snake5 You're honestly suggesting that I run through 150 million vertices per render update (about 25 million with view culling), in the GS? I'm not really buying that, but thanks for the input. Refer back to what I stated above about vertex counts and complexity. Even with your 10x figure, the fragment shader would at least draw even, and probably do a hell of a lot better.
Dec 4, 2012 at 14:07 comment added snake5 Varying line thickness is a feature of the geometric approach. Can't efficiently get it any other way. Since you want that, I don't see pixel shaders as being the "more efficient method": number of pixels to be searched = (line_thickness * 2 + 1) ^ 2 - 1. That would basically mean that your post-process shader will be a lot (guesstimate: 10x) slower if max. line width equals 2. Just drop pre-judging and try the geometry shader approach.
Dec 4, 2012 at 13:54 history edited Engineer CC BY-SA 3.0
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Dec 4, 2012 at 13:49 answer added Engineer timeline score: 4
Dec 4, 2012 at 12:14 history edited Engineer CC BY-SA 3.0
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Dec 4, 2012 at 11:25 history edited Engineer CC BY-SA 3.0
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Dec 4, 2012 at 4:01 history tweeted twitter.com/#!/StackGameDev/status/275812134573711360
Dec 3, 2012 at 15:12 history edited Engineer
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Dec 3, 2012 at 14:53 history edited Engineer CC BY-SA 3.0
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Dec 3, 2012 at 14:37 history edited Engineer CC BY-SA 3.0
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Dec 3, 2012 at 14:22 history edited Engineer CC BY-SA 3.0
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Dec 3, 2012 at 14:03 history edited Engineer CC BY-SA 3.0
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Dec 3, 2012 at 13:57 history edited Engineer CC BY-SA 3.0
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Dec 3, 2012 at 13:50 history edited Engineer CC BY-SA 3.0
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Dec 3, 2012 at 13:33 history asked Engineer CC BY-SA 3.0