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  [LibGDX] Edges on 3D models  (Read 695 times)
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Offline cubemaster21
« Posted 2014-08-18 03:13:03 »

I'm starting to work with 3d and I have an aesthetic that I'm trying to reach. I want to be able to have my models show with extra emphasis on the edges of the models, like in Cel Shading, but without the toonish lighting. I haven't been able to find very much info on this or if this is even possible with LibGDX. If anyone has some insight on this, it would be much appreciated.

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Offline UprightPath
« Reply #1 - Posted 2014-08-18 08:17:08 »

This is done through a custom shader. LibGDX allows you to specify these. If you look for cel shading online you can find a lot about it.

Offline cubemaster21
« Reply #2 - Posted 2014-08-18 12:00:02 »

I don't have much experience with 3d, but am I going to see much of a performance drop from using shaders?

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Offline trollwarrior1
« Reply #3 - Posted 2014-08-18 12:51:50 »

If anything, you will only see a performance boost, since default shader is packed with stuff you don't use I imagine.
Offline pitbuller
« Reply #4 - Posted 2014-08-18 18:35:52 »

Modern gpu's can't render anything without shaders. There is no overhead really but cost is related what you are doing at shader.
Offline jmguillemette
« Reply #5 - Posted 2014-08-18 18:44:51 »

in your shader.. you will need to "test" if your at the edge of your model and if so change the color to say black..
you can reapply this same logic to see if your "withing 5 pixels" of the edge to make the highlight bold if you want.


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Offline mag

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« Reply #6 - Posted 2014-08-18 20:08:35 »

I researched about this problem some time ago, here is a stackoverflow link with some nice posts in it. Smiley
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