Game Development Community

Wireframe Overlay

by Derk Adams · in Torque Game Engine · 04/17/2005 (4:50 pm) · 6 replies

Greetings,

I would like to have a client render a wireframe overlay for a targeted object. Eventually I would like to change the colors of the wireframe, but one step at a time. Does anyone have any suggestions?

Thanks.

#1
04/17/2005 (5:06 pm)
If you look at the 60 page hitbox/melee tutorial theres a section where they draw the bounding box of the player. thers a place to start
#2
04/17/2005 (5:06 pm)
I'm not sure the .dts format has a wireframe of any kind, my understanding is that the mesh is a solid 0 color object to which the UVMap is applied, so...

One Possibility would be to make a UVMap of the object and paint all the lines slightly thicker and black/yellow/green whatever, then just swap the skin on the object clientside.
#3
04/17/2005 (5:22 pm)
Ed,

Thanks, I have actually looked at that resource, but hadn't thought of that.

Dreamer,

Every object is made of triangles, these triangles have edges, those edges when drawn alone are wireframe. It has nothing to do with file format. I am looking to render specific wireframes after rendering the filled (and textured) triangles. And the resource to swap textures is not fast enough to be used in a realtime setting.

Thanks.
#4
04/17/2005 (5:28 pm)
Take a look at Torque Show Tool Pro--it has a wireframe mode, and that is taken directly from the .dts itself (which is what TST-Pro looks at).
#5
04/17/2005 (10:11 pm)
I'm a little confused. Are you asking how to achieve the effect using OpenGL? Or how to get Torque to do it? If the latter, with or without engine code changes?
#6
04/18/2005 (12:52 am)
Ben,

I'm looking for the computationally fastest way to render complex character damage visually. Swapping textures is too slow amd hiding meshes doesn't work because my animations force me to use a single mesh. So, I'm looking to try to show damage by either color coding a wireframe overlay or possibly adding a solid overlay that fades the part to black. I will probably have to tie into the node info to do so.

Thanks.