Jump to content
  • Advertisement
Sign in to follow this  
sensate

DX11 Wireframe shader without wireframe state

This topic is 3084 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I have spent the last few days implementing a gregory patch tessellation system in dx11 (based on http://research.microsoft.com/en-us/um/people/cloop/sga09.pdf)
I'm now putting together a couple of demo vides, however, due to the pathetic render speed of wireframe rendering in DX11 hardware I am looking for options to render the wire frame in the pixel shader in the same pass as I render the filled mesh geometry.
I'd prefer to not use the geometry shader, or a post process.
Does anyone know how to go about doing this?

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!