Hi @stevebaer ,
I have played with GHGL and it’s been awesome, question for you and it’s a “stupid” one…
Can I simply apply shader logic to a RhinoCommon display conduit?
I am using my own conduit with specific attributes like color, lineweight etc. to render my plugins geometry how we need to display it.
In the interest of extending some visuals “further” I want to implement some GL Shader code but can’t seem to find a method for connecting my shader code into a custom display conduit. If you could point me in the right direction that would be stellar.
Thanks always!
Simple example of current conduit implementation, DrawShaded and using MeshOutline for the curves:
for testing the shader code I am trying to start with something like this:
I can achieve this with DrawHatch (which is what is depicted here) but I would like to again, take it further, by actually having every other “in between stripes” filled with a varying opacity or something that hatch won’t be able to get me… something more like this (candy cane):
This is a “simple” example, eventually I would like to implement some of the more advanced shader stuff that one can do in GHGL…
I see these methods:
https://developer.rhino3d.com/api/rhinocommon/rhino.render.realtimedisplaymode/drawopengl#()
https://developer.rhino3d.com/api/rhinocommon/rhino.display.displaypipeline/isopengl
Thanks for any pointers!