Is there a way to render edges of a complex/composed model such that it shows only edges of the polygon, not the mesh. For instance, a planar polygon may consists of many triangles. It’s almost the same effect as in cel/sketch shading shading, but additional detail edges have to be shown.
A simple edge detection shader may work but it does not show edges ins some cases…lets say two boxes are rendered where one box is partially obscuring the other one:
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Edge C is not shown in this case since polygon C and polygon B
Is there any sample shader that handle such cases?