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Thick lines in GLUP #54
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Is there any workaround ? |
I guess yes, what do you mean by "custom lines" ? |
I naively added this function in my MeshGfx, by looking at how mesh wireframes were drawn: void CustomMeshGfx::draw_custom_edges() {
for(/* each group of edges */) {
glupSetMeshWidth(/* width */);
glupSetColor4fv(GLUP_FRONT_COLOR, /* color of this group */);
glupBegin(GLUP_LINES);
for(/* each edge in this group */) {
glupPrivateVertex3dv(/* 1st point coordinates */);
glupPrivateVertex3dv(/* 2nd point coordinates */);
}
glupEnd();
}
} Thank you for the answer, I do not know anything about OpenGL and did not notice the cheat for surfacic primitives! |
Yes, I confirm, it corresponds to what I mentioned. |
As a workaround, you may draw the same edges several times, and shift the transform matrix a little bit each time. |
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Congratulations on making it happen! 🤩 I tested it separately on the last commit of the main branch. Be able to use it on my work project would be awesome! Do you think the main branch is stable enough? Is a new release in preparation? |
Next release will be published soon, but I have a couple of things to finish in the mesh intersection / boolean ops before shipping it (cannot say exactly when it will be done) If you are impatient, I keep the main branch quite stable, you can check the status of the continuous builds and the nighty builds (if it is all green, there are good chances you won't have too many problem updating). |
Reopened issue because it does not work very well under Windows as observed by Nicolas Ray. |
On Windows, with GLUP_140 and GLUP_440 I get an error: |
Fixed problem under windows: |
I miss glLineWidth() ...
Need to write a geometry shader or something to be able to draw thick lines.
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