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Polygon Cube w/o cross beamHello, I am wondering how to render a cube without the diagonal cross section? Did this somehow change recently? I have been able to do it before but it seems now that it comes standard with the diagonal cross section. I need to get rid of this for aesthetic reasons. How can I do this like as in the 1024 camera perspective example? http://1024d.wordpress.com/2012/01/03/_1024_cameracorrection-qcplugin/#c... |
I think frantz is drawing the vertices of the cube directly in a plugin, or texturing the cube.
Try doing a search here for "square wireframe shader". I think that might work for you, not sure.
Thanks, I tried the search but I just can't sem to shake it. I am not sure why it is not coming out as I had rendered it before.
However, in the project I ended up using it in, the undesired crossbeams actually ended up making it look pretty cool.
I'll have to keep digging.
Check this out. It uses glsl's discard function and modulation to lop out areas.
Also, QC's cube has always rendered with a cross beam when gl_Polygon line mode is enabled, because it is constructed of triangles.
I think someone may have made a macro at some point that was manually constructed of line segments or sprites.
Here is a polygon cube made from cubes.
On 10.6 it didn't render with a crossbeam. Ive only experienced this problem since upgrading to 10.8
I see what you mean, my mistake on that.
I decided to make this today after thinking about some of the weak points of doing a mod function here, and line/edge rendering in general, the aliasing effect.
This is an attempt to make some smooth lines with idealized corners, using the actual qc cube as the basis for geometry, but drawing the lines with a shader. I think it's a pretty neat approach that has some merit. It probably bears a little more work though.
Check the attachment...tweaked the idea above to get the typical solid white look.