by Gez » Fri Apr 13, 2018 7:50 am
This thread was inspired by this over in the Adventures of Square thread:
The pseudo cell shading effect works by superposing two voxels one over the other. The outline is created by a larger, full-black model, and then the colored model is drawn over it. When things are drawn according to the sprite renderer logic, it works. Obviously, in OpenGL rendering, it doesn't work, the outline voxel being larger, it hides the smaller colored model. A possible way to get that to work in OpenGL would probably be to have a VOXELDEF keyword to "invert" the voxel faces, so that the inner sides are rendered but not the outer sides as normal. Would it be possible?
This thread was inspired by this over in the Adventures of Square thread:
[youtube]lXpbeJQw7XU[/youtube]
The pseudo cell shading effect works by superposing two voxels one over the other. The outline is created by a larger, full-black model, and then the colored model is drawn over it. When things are drawn according to the sprite renderer logic, it works. Obviously, in OpenGL rendering, it doesn't work, the outline voxel being larger, it hides the smaller colored model. A possible way to get that to work in OpenGL would probably be to have a VOXELDEF keyword to "invert" the voxel faces, so that the inner sides are rendered but not the outer sides as normal. Would it be possible?