With smooth lines and no depth buffer artefacts!Downloadable demo is here
Drawing a triangle mesh as wireframe with hidden surface removal is something we know how to do ... right?
Yes, that is right. There is a well established traditional method: First draw the filled polygons. Next, using a depth offset, draw the wireframe. The offset makes sure that the filled poly's don't obscure the wireframe. There are variations of this method, but the fundamental idea is the same.
Unfortunately, the wireframe drawing will look jaggy, and artefacts creep in because of differences in depth computation for lines vs triangles.
There are drawbacks but they are few, especially on hardware which supports Direct3D 10/OpenGL 3.0.
Further InformationIf you are interested, we have a SIGGRAPH sketch and a short movie on the method. Furthermore, the method is described in two papers:
The publication database entry for the sketch is:
Also available are the slides from the presentation, and of course the demo. The demo is in source format and should work on Linux, Win32, Mac.
NVIDIA Direct3D 10 ImplementationNVIDIA has made an implementation of our method which is available as one of the NVIDIA Direct3D SDK 10 Code Samples.
Maintained by: Andreas Bærentzen, jab 'at' imm.dtu.dk