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AntiGuy

Quad Based Wireframe

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A fairly simple question I think. Is there anyway to make the wireframes in directX quad based? I've done it manually but I'm not getting nearly as good as performance as using Wireframe Mode. Any adivce?

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Nope. I belive that under the hood, wierframe mode is done by rendering lines (or triangles) around the edges of primitives anyway.

DOing it manually is going to be your best bet.

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Bah! I figured as much, guess I'll need to figure out a way to optimize things. Thanks for the tip off! : )

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If you have the original model available, in 3DS MAX (and undoubtedly in other packages) you have some UVW map option that will map a texure onto quads of a mesh. It's been some time since I used it but in MAX 5, I think it's the 'XYZ to UVW' option. Used with a correct texture (just an outline of a square) it can be used to get a retro-like effect like the one below. By using alphatesting on the center of the texture, you can make it a real wireframe.



And yes, I just had to show it off yet again [wink]

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