![java lwjgl spotlights java lwjgl spotlights](https://lwjglgamedev.gitbooks.io/3d-game-development-with-lwjgl/content/chapter11/spot_light_sample.png)
Optimally, the shader would also use the depth, in case the model has normals pointing in the same direction but at different "depths. This demo uses the view-space normals to detect edges. It’s open-source, cross-platform, and cutting-edge. jMonkeyEngine is a 3D game engine for adventurous Java developers.
![java lwjgl spotlights java lwjgl spotlights](https://media.forgecdn.net/attachments/277/609/showcaseimage7.png)
I guess this requires an image-space technique to really find the boundary of the mesh.ĮDIT 2: There is also another demo now, using an image-space approach with a Sobel edge detection filter implemented in a fragment shader. libGDX is a cross-platform Java game development framework based on OpenGL (ES) that works on Windows, Linux, Mac OS X, Android, your WebGL enabled browser and iOS. However, showing the true "outline"/boundary of a mesh, without any inner edges (no matter whether those are backfacing/frontfacing pairs), is not possible with this approach. Project () Central representation of an Ant project. You may check out the related API usage on the sidebar. You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. These examples are extracted from open source projects.
#Java lwjgl spotlights how to
Using the geometry shader it is also possible to visualize the inner creases/edges by computing the dot product between the normals of the two adjacent triangles of an edge and use some threshold when to show the edge or use some color/intensity interpolation to highlight the edge. The following examples show how to use 11 glScalef (). Then it uses the geometry shader to check which triangle edges are outlines of the mesh by checking whether both triangles sharing that same edge face the camera / are front-facing.ĮDIT: Currently, that demo only highlights edges that are shared by both a frontfacing and a backfacing triangle. It first computes triangle adjacency information based on the index buffer of a simple triangles mesh. I added another demo to the lwjgl3-demos repository, showing a technique to render the outline of a mesh using the geometry shader.