• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By ThunderTwonk
      Hello everyone, I am working on a game idea and since I am still in the process of learning C# and the features available in unity I was hoping some of you might be able to offer me a little insight on things in general for getting started.
      I guess the basic components of what I'm wanting to create would be a Multi-levels management/city builder/rpg.
      The goal is to provide a framework for players to interact with, build in and affect the world both from a 3rd person action RPG as well as a zoomed out 4x style view (This would be something unlocked through gameplay)
       
      As for my questions go I was wondering if anyone had resources that could help me learn.  I've been on youtube as well as enrolled in an online course for basic unity and C# and will continue those but if anyone has any words of advice, a place that has good information and tutorials etc.
       
      Thanks for your time.
    • By INFRA
      SCAN. DRILL. SURVIVE.   ISOLATED Release in May 1st 2018   https://store.steampowered.com/app/805950/Isolated/   A game by Jérémie Bertrand Music & Sound Design by Pierrick Querolle *** Our solar system has been invaded by strangers. For the purpose of a possible negotiation, a team of astronauts is sent to the moon. Alas, they are shot before even arriving on the scene. Only one astronaut survives the crash and his only goal will be to go home...   GAMEPLAY   Shoot enemy ships to avoid being invaded. Be precise in your movements, because it's better to lose a bit of life at the top than to lose it all at the bottom. Take out your drill to destroy the stones in your path. Validate your identity to cross the different laboratories. Reach the flag before losing your three lives.   And all that... at the same time! Will you be able to go home? If the answer is yes, how long will it take?
    • By oranssi
      This is an adult psychedelic fighting game with spirits of the natural elements. 
      Choose your character to represent an anthropomorphic version of the different elements. 
      Earth, fire, air, water and more. There are 28 Archelemental spirits to unlock. 
      Take on challenges to earn more goodies such as sexy content, story modes and even make your own Archelemental to play and to share it with others.
      Download here :
      https://oranssi.itch.io/archelementals-of-eiss

      Trailer :
      https://www.youtube.com/watch?v=SmBNu_dPN_Y

    • By oranssi
      This is an adult psychedelic fighting game with spirits of the natural elements. 
      Choose your character to represent an anthropomorphic version of the different elements. 
      Earth, fire, air, water and more. There are 28 Archelemental spirits to unlock. 
      Take on challenges to earn more goodies such as sexy content, story modes and even make your own Archelemental to play and to share it with others.
      Download here :
      https://oranssi.itch.io/archelementals-of-eiss

      Trailer :
      https://www.youtube.com/watch?v=SmBNu_dPN_Y

    • By Ricardo3Ddev
      Hi guys!
      This is a independent game being produced by me and my brother. We’ve been working on it for about 6 months and we’ve already done a good part of the game. We hope to finalize and make it available on Steam by the end of this year.
      We are using Blender 3D and Gimp software for production.
       
      About the Game: Dongo Adventure will be a 3D platform style game, where the main character (Dongo) is a mouse that ventures through various scenarios (sewers, culverts, streets, electric grid, etc.) and faces several enemies along the way (cockroaches, mosquitoes, spiders, toxic gases, electrical wires, etc.). He carries a basket / backpack with cheeses that he uses to throw and defend himself from enemies, as well as being able to push objects that helps him to overcome obstacles. The ultimate goal will be a surprise!
       
      Now we are developing new scenarios and enemies. We hope to publish news soon...
      Game page on Steam: http://store.steampowered.com/app/811450/Dongo_Adventure/ - (Teaser UPDATED)
      Dongo Adventure - Indie Game Project (First Teaser) https://www.youtube.com/watch?v=X2nmxtkE0xk
       
      Thanks for following the project!

  • Advertisement
  • Advertisement

C# SharpDX how to render outline ?

Recommended Posts

I am trying to render outline for my mesh. I basicly re-render the mesh without texture and put color. My problem is I want to show the outline topmost. When I clear depthview after rendering outline mesh my outline stays background of target mesh but also background of other meshes. I want to show outline top of other meshes but behind of my target mesh ? Is that possible ? If I clear depthview for mesh and outline at this time my mesh will be top of other meshes which I do not want.

Share this post


Link to post
Share on other sites
Advertisement

The way i've done outline rendering before is to do an additional pass of the scene geometry. Enable front face culling, and in this particular pass's vertex shader you'd offset the vertice positions in the direction of the normal (making this secondary mesh layer larger).

Than in the pixel shader you can keep it simple, and just return black or something. This should give you the outline you're looking for. You'll have to do additional checks, and calculations if you want the mesh the mouse is hovering above to be the only one that is outlined, like inverse ray projecting (picking).

Here is the URL i've used before to implement it. It should be pretty easy to translate this from XNA to D3D.  

http://rbwhitaker.wikidot.com/toon-shader

You can also do a sobel operation as a post-processing step to achieve an outline around your meshes. Though imho, it looks to clean for toon renders, but for selection outlining it might be perfect for you

Share this post


Link to post
Share on other sites
35 minutes ago, markypooch said:

The way i've done outline rendering before is to do an additional pass of the scene geometry. Enable front face culling, and in this particular pass's vertex shader you'd offset the vertice positions in the direction of the normal (making this secondary mesh layer larger).

Than in the pixel shader you can keep it simple, and just return black or something. This should give you the outline you're looking for. You'll have to do additional checks, and calculations if you want the mesh the mouse is hovering above to be the only one that is outlined, like inverse ray projecting (picking).

Here is the URL i've used before to implement it. It should be pretty easy to translate this from XNA to D3D.  

http://rbwhitaker.wikidot.com/toon-shader

You can also do a sobel operation as a post-processing step to achieve an outline around your meshes. Though imho, it looks to clean for toon renders, but for selection outlining it might be perfect for you

I render it by clearing  context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0); And also I did it larger but I did those already problem is when I have a mesh backwards front mesh's outline stays backward other mesh here is the result and issue : 

" rel="external nofollow">

 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Advertisement