@SketchpunkLabs
  @SketchpunkLabs
SketchpunkLabs | Fun with WebGL 2.0 : 033 : Barycentric Coordinates and Wireframes @SketchpunkLabs | Uploaded 7 years ago | Updated 2 days ago
Today we explore how we can create a wireframe effect, this will require use to define every triangle face in the mesh then setup barycentric coords for each vertice. With all that setup, we can create a shader that uses the information to draw the edges of the triangle to create the wireframe effect.

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Fun with WebGL 2.0 : 033 : Barycentric Coordinates and WireframesWebGL2 : 100 : ECS P4: Input HandlinggetSource : Bezier Splines in 2D and 3DWebGL 2 : 049 : Ray Cylinder / Capsule IntersectionWebGL2 : 060 : Parse animations from GLTF FilesFun with WebGL 2.0 : 040 : Dual Quaternions with Skinning / BonesFun with WebGL 2.0 : 014 : Texture MasksWebGL2 : 115 : ECS Bone/Joint EntityWebGL 2.0 : 045 : Ray to Quad / Square / Rect and Circle IntersectionWebGL2 : 128 : Spring - Jiggle - Dynamic BoneWebGL2 : 109 : Inverse KinematicsIK Rig like Prototype Demo

Fun with WebGL 2.0 : 033 : Barycentric Coordinates and Wireframes @SketchpunkLabs