glLineWidth simulation...

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0 comments, last by sprite_hound 15 years, 9 months ago
Hi, I'm working on a system where glLineWidth() doesn't quite work the way it does on Windows. I can't specify anything over 1.0 ( it just clamps it to 1 ). So I'm unable to render thick lines. Anyone know of a good way I can "fake" this using triangles? Ideally I'd like to write a function like this: DrawLineWidth( float x, float y ); That would magically do what glLineWidth() would do for me normally :) Anyone have any ideas on the best approach for this? Thanks!
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Draw a quad?

This may help with finding the corner points: http://www.gamedev.net/community/forums/topic.asp?topic_id=367293

Edit: Obviously this might not be what you want (or it would be rather more complicated) if you're using stippling, unless you combine it with a shader or something.

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