I'm rendering many geometric figures on scene at once, using primitives. Some of those figures are solid (thick) and contain 6 (for solid triangle) or 8 (for cubes) points. And some of figures are plane - priangle (3 poins) and rectangle (4 points). I'm using vertex buffer with ready-made points and just render it to the device.
So, my objective is to make plane figures thicker, another words - objects, which contain 3 or 4 points must not be plane. Rectangle must become a cube, but cube (figure with 8 points) must not be changed.
Some ideas, how can I do it? I thought adding extra points will be a good solution, but how can I calculate which point to add if my VertexBuffer is not sorted?
Attaching some pictures:
How to make plane objects to be as thick as solid ones?