Can anyone suggest how I might go about this in a GS, or point my towards an example or tutorial? I want to take a mesh as input, and draw a cylinder along each triangle edge, creating a solid wireframe structure that can then be shaded.
In directx sdk http://www.microsoft.com/en-us/download/details.aspx?id=6812, you have a sample called : PipesGS which does exactly that.
thanks!.. no text …
Did anyone ever manage to implement this in vvvv?
this one builds a pipe around edges of each triangle
note that in adjacent triangles these pipes will be built twice, because gs is invoked for each individual triangle
PipeWire.zip (3.0 kB)
Different approach, may be useful for drawing wireframes with configurable width - which aren’t pipes:
http://scrawkblog.com/2013/03/18/wireframe-shader-for-unity/
ahh great!
is there a way using this to draw a single ‘tube’, possibly by sending a sequence of vertex positions with the correct topology type?
if you are looking to make something like spline/tube, and not wireframe structure, it is better to have all positions in a dynamic buffer, and use NullGeometry (DX11.Drawer); GS for that would still be very similar to the one in PipeWire effect
I’ll have a bash