The first thing I read about wireframes mentioned you could render wireframes in the shaders with the barycentric coordinates. But while the article was good, when you throw big words at me, I collapse. Add this crazy looking graphic on top of that, and my soul has already left my body. So what are barycentric coordinates…
Usually, like in UV coordinates, we have 2 coordinates: x, and y (or u/v), these coordinates go left/right and up/down. These are cartesian coordinates, they represent a coordinate in a plane, let's say a square for simplicity.
Barycentric coordinates work a little bit differently, they express the position inside a triangle. Because triangles have 3 sides and not 4, the left/right and up/down approach doesn't work. We can't assign 4 directions to only 3 sides.
Instead, Barycentric coordinates, like triangles, have 3 coordinates x, y, and z. Each coordinate indicates how close you are to one of the corners, and the values combined cannot go above 1.
When you look at the before-hellish graphic again, it makes much more sense: The corners are always 1 in a different component and the center makes them equal values.
Thankfully, we don't have to understand that approach because there are more approaches to generating wireframes:
Getting started
- Stylized wireframes in Webgl
- GLSLify wireframe shader
- Wireframe Rendering in Unity
- Wireframe rendering with Barycentric coords by Akella
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