Hi, I am trying to make a 3D Modeling program. I have been trying to display mesh wireframes as quad wireframe by eliminating the diagonal edge between 2 triangulated face but i think i am doing it wrong. I am doing the edge drawing by:
Reusing the VBO’s and using GL_PRIMITIVE_RESTART when i encounter a triangulated face and using it with the Face Indicies as the EBO.
Is this how Autodesk Maya do it? Or do they use a geometry shader? From what ive researched geometry shaders takes a toll on graphics refresh rate. If I use a geometry shader when you have a large number of faces and wireframes your program becomes laggy.
I have been using Maya since its 2.5 release I believe it was still OpenGL Legacy so it makes me think that the drawing routines of Quads and triangles are different. When was Geometry shader been implemented what OpenGL version is it?
As an example of the modeling display that i want to recreate look at FIGURO web app.
Can you render quad wireframes of your mesh without using geometry shader or simply with fragment shader?
Ive been stuck with this problem for 5 months now so please help.