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Cel shading / outline.

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'lo, folks. I'm looking to add a style to my models where they keep their normal shading (either non-existent or typical shading) but also have a black outline. I've looked at the NeHe code and played with the example, but I'm not happy with the quality of the lines - even with antialiasing. So my question is... can anyone set me in the right direction for drawing a black outline (2-4px wide) on edges which actually looks good? Thanks in advance.

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several methods that i know of... but the one i use when its required involves using edge detection on the mask of the object as a post process.

let me know if you need more details... platform would be handy too (I'm a console programmer)

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Thanks for the reply.

I'm using OpenGL on PC/Windows. Any suggestions would be helpful.

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There are planty of techniques how to achieve outline / silhouette. Basically you can divide them into two groups : Geometry based and Post - Process Based.

Geometry Base - techniques like rendering mesh backfaces slightly biased to form silhoutte. Other is called "shell mapping" (just google it).

Post-Process - There are techniques to detect edges using normal maps, z-depth maps, Sobel Filter.

You can find a lot of useful articles in NPR Rendering

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