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bartman3000

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  1. Have you considered this Single-pass Wireframe Rendering approach? It works by rendering filled triangles and calculates the outlines of the triangles in a fragment shader. The algorithm is pretty efficient however the major drawback is that it requires you to add an additional per-vertex attribute that stores the Barycentric coordinate of the vertex. This Barycentric coordinate would then be an input to your vertex shader where you pass it through to the fragment shader to get the interpolated point on the triangle. Using this point you can derive the distance from the edge of the triangle. If the point is near an edge of the triangle, you color the fragment black (or whatever color you want your outlines to be). You should be able to find some tutorials for implementing this algorithm online.
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