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Rendering points and lines #104

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azul3d-bot opened this issue Mar 6, 2016 · 5 comments
Closed

Rendering points and lines #104

azul3d-bot opened this issue Mar 6, 2016 · 5 comments

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Issue by oal
Saturday Nov 15, 2014 at 18:23 GMT
Originally opened as azul3d-legacy/gfx#48


Is there a way to render vertices as points (and/or lines?) with Azul3D?

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Comment by slimsag
Sunday Nov 16, 2014 at 13:34 GMT


I am sorry to say that you can't currently do that easily.

An alternative solution for now would be to use a special GLSL fragment shader to draw a circle.

A similar approach can be used to render e.g. wireframe by finding barycentric coordinates within the GLSL shader (by feeding in some special values) -- more details on that here.

I will do my best to ensure that point and line rendering appears in version 2 -- which will hopefully be released around Go 1.4's release time (early/mid December).

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Comment by oal
Sunday Nov 16, 2014 at 13:38 GMT


Thank you. I'll just use the shader approach for now then.

Other than this, I must say I've found Azul3D pleasant to work with so far. Keep up the good work!

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Comment by slimsag
Sunday Nov 16, 2014 at 14:17 GMT


Other than this, I must say I've found Azul3D pleasant to work with so far. Keep up the good work!

Thank you for the encouragement! =)

Please be sure to star/comment/create issues that you find important, so I know what you want to see more of =)

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Comment by oal
Saturday Nov 22, 2014 at 20:06 GMT


I haven't had time to try this before now, but in case anyone else needs a temporary solution for this: The fragment shader above only seems to render a circle pattern all over the mesh. I just needed to display the vertices as points for debugging, so I solved it by inserting small triangles at every vertex position instead. 🔧 😄

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emidoots commented Mar 6, 2016

Fixed/merged as part of #1

@emidoots emidoots closed this as completed Mar 6, 2016
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