Re: osgFX::Cartoon
Posted: 01 Jun 2019, 18:51
There's not that much that could be done about particle outlines except either running the post-process before rendering particles (which would probably require a lot of reorganisation, so it's probably something that you'd only ever implement if you knew about it when you started writing the renderer) or disabling depth writes for the particles, which would cause issues when a particle covered somewhere a line would appear, as the line would be drawn over the top of it.
You don't really want to draw outlines if you've got anything at all that's alpha blended, so the 'proper' solution would be to recreate the particle effects so each pixel is either completely opaque or completely transparent, and then acept that they'll have ines drawn. I think this is what Borderlands does, for example.
You don't really want to draw outlines if you've got anything at all that's alpha blended, so the 'proper' solution would be to recreate the particle effects so each pixel is either completely opaque or completely transparent, and then acept that they'll have ines drawn. I think this is what Borderlands does, for example.