I am writing an application completely not related to Rhino, but related to how mesh boundary edges are visualized in Rust WGPU WGSL shader.
What OpenGL shader technique is used in Rhino?
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3d cylinders + 3d spheres mesh instances with transformations
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2D square billboards
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geometry shader
When you really increase rhino8 line thickness you start to see some funny things, which is probably because of some sort of optimization when you need to draw a lot of things fast, so geometry must be simple.
If anyone could reveal some secrets how this was written would great.
I display on wgpu this using 3D pipes and spheres, which is for sure a bit more resource intensive, but accurate. I am using instancing to speed things up by one unit sphere and one unit cylinder. I am curious how this is done in Rhino.
