Hi,
I am creating tile map and want my tiles to have edges, so i create two primitives, one for triangles and other for lines. However, unless I manually offset edges/lines towards the camera, edges are not rendered. I would like to avoid manual offset, is there any way to achieve this with depth buffer and binning?
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It’s probably the depth testing. Some ways to do it:
- Apply a depth offset (DepthOffsetAttrib) to the lines to make them offset in the depth buffer.
- Set the depth testing mode (using DepthTestAttrib) to
RenderAttrib.MLessEqual
so that fragments with the same depth value do get rendered.