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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).
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. 🔧 😄
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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