Every technique that I've found or tried to render outline in OpenGL uses some function that is not avaliable on OpenGL ES...
Actually what I could do is set depthMask to false, draw the object as a 3 pixels wide line wireframe, reenable the depthMask and then drawing my object. It doesnt work for me because it outline only the external parts of my object, not the internals.
The following image shows two outlines, the left one is a correct outline, the right one is what I got.
So, can someone direct me to a technique that doesn't is avaliable on OpenGL ES?
Haven't done one of these for a while, but I think you're almost there! What I would recommend is this:
Keep depthMask enabled, but flip your backface culling to only render the "inside" of the object.
Draw the mesh with that shader that pushes all the verts out along their normals slightly and as a solid color (your outline color, probably black). Make sure that you're drawing solid triangles and not just GL_LINES.
Flip the backface culling back to normal again and re-render the mesh like usual.
The result is that the outlines will only be visible around the points on your mesh where the triangles start to turn away from the camera. This gives you some nice, simple outlines around things like noses, chins, lips, and other internal details.
Related
I'm trying to make a very simple shadow shader which consists of a plane with a shader showing a radial gradient on colors and alpha.
Beneath this shadow lies another plane with the same kind of shader but linear.
And as a background of all this, a linear gradient from dark blue to light blue.
The problem is that when my camera approaches the ground, the plane of the shadow masks the floor.
Why does it happen and what can I do to prevent that?
https://codesandbox.io/s/epic-sun-po9j3
https://po9j3.csb.app/
You'd need to post code to check for sure but it likely happens because three.js sorts the order it draws things based on the center of the objects and their distance from the camera.
You can force a different order by setting Object3D.renderOrder
three.js also generally draws opaque things before transparent things so my guess is your ground plane and your shadow plane are both set to transparent: true but the ground can be set to transparent: false in which case it will be drawn first.
You might find this article useful. It shows a similar example.
As for why there is a hole it's because of the depth buffer. If something in front gets drawn first then the pixels behind are not drawn. So if the shadow happens to be drawn first it ends up looking like a hole because the pixels of plane behind it are not drawn.
See this
I need to add this classic effect which consist in highlighting a 3D model by stroking the outlines, just like this for example (without the transparent gradiant, just a solid stroke) :
I found a way to do this here which seems pretty simple and easy to implement. The guy is playing with the stencil buffer to compute the model shape, then he's drawing the model using wireframes and the thickness of the lines is doing the job.
This is my problem, the wireframes. I'm using OpenGL ES 2.0, which means I can't use glPolygonMode to change the render mode to GL_LINE.
And I'm stuck here, I can't find any simple alternative way to do it, the most relevant solution i found for the moment is to implement the wireframe rendering myself, which is clearly not the easiest solution. To draw my objects I'm using glDrawElements with GL_TRIANGLES as primitive, I tried to use GL_TRIANGLE_STRIP as primitive but the result is definetely not the right one.
Any idea/trick to bypass the lack of glPolygonMode with OpenGL ES? Thanks in advance.
Drawing Outline or border for a Model in OpenGL ES 2 is not straight forward as the example you have mentioned.
Method 1:
The easiest way is to do it in multiple passes.
Step 1 (Shape Pass): Render only the object and draw it in black using the same camera settings. And draw all other pixels with different color.
Step 2 (Render Pass): This is the usual Render pass, where you actually draw the objects in real color. This every time you a fragment, you have to test the color at the same pixel on the ShapePass image to see if any of the nearby 8 pixels are different in color. If all nearby pixels are of same color, then the fragment does not represent a border, else add some color to draw the border.
Method 2: There are other techniques that can give you similar effects in a single pass. You can draw the same object twice, first time slightly scaled up with a single color, and then with real color.
Using THREE.Shape, I can create holes, but rather than holes, I wish to define a clip mask.
I ONLY want to render the shape within a mask, similar to html's canvas/context .clip()
Is there a way to do this using holes or other method?
EDIT:
So, more background, I was using canvas to render segments, and imported them into three as planes.
The mouth was 1 canvas, and I was able to clip mask the teeth and tongue onto the black part.
See the whole movie at http://zsenji.com (rendered using the old canvas method)
Anyway, now I'm updating everything to use threejs and no more canvases rendered as planes.
I'm going to try three csg , which can hopefully intersect two geometries. https://stemkoski.github.io/Three.js/CSG.html
Then all I would have to do would be extrude the black of the mouth, and intersect it with the teeth/tongue. I will update
It worked.
I used very simple intersect, similar to https://github.com/chandlerprall/ThreeCSG/blob/master/examples.html
It's a little slow and there are still some other problems relating to overlapping paths, but for this issue, this was the fix.
All the different fills you see are three shapes
I'm writing a little 3D engine. I've just added the alpha blending functionality in my program and I wonder one thing: do I have to sort all the primitives compared with the camera?)
Let's take a simple example : I have a scene composed by 1 skybox and 1 tree with alpha blended leafs!
Here's a screenshot of a such scene:
Until here all seems to be correct concerning the alpha blending of the leafs relative to each others.
But if we get closer...
... we can see there is a little trouble on the top right of the image (the area around the leaf forms a quad).
I think this bug comes from the fact these two quads (primitives) should have been rendered later than the ones in back.
What do you think about my supposition ?
PS: I want to precise all the geometry concerning the leafs is rendered in just one draw call.
But if I'm right it would means when I need to render an alpha blended mesh like this tree I need update my VBO each time my camera is moving by sorting all the primitives (triangles or quads) from the camera's point of view. So the primitives in back should be rendered in first...
What do you think of my idea?
I need to draw transparent 2D sprites in a 3D world. I tried rendering a QUAD, texturing it(using slick_util) and rotating it to face the camera, but when there are many of them the transparency doesn't really work. The sprite closest to the camera will block the ones behind it if it's rendered before them.
I think it's because OpenGL only draws the object that is closest to the viewer without checking the alpha value.
This could be fixed by sorting them from furthest away to closest but I don't know how to do that
and wouldn't I have to use math.sqrt to get the distance? (I've heard it's slow)
I wonder if there's an easy way of getting transparency in 3D to work correctly. (Enabling something in OpenGL e.g)
Disable depth testing and render transparent geometry back to front.
Or switch to additive blending and hope that looks OK.
Or use depth peeling.