OpenGL: debugging “Single-pass Wireframe Rendering”
问题 I'm trying to implement the paper "Single-Pass Wireframe Rendering", which seems pretty simple, but it's giving me what I'd expect as far as thick, dark values. The paper didn't give the exact code to figure out the altitudes, so I did it as I thought fit. The code should project the three vertices into viewport space, get their "altitudes" and send them to the fragment shader. The fragment shader determines the distance of the closest edge and generates an edgeIntensity. I'm not sure what I