Home / Forums / Wireframe Chams Rendering with Custom Geometry Shaders in DirectX 11 (Part 2)

UnreliableCode Community

Developer Research, Reverse Engineering & Coding Community

Source

Wireframe Chams Rendering with Custom Geometry Shaders in DirectX 11 (Part 2)

RenderMaster
ImGui UI Designer
VIP
Rep: 310
Join Date: Sep 2023
Posts: 32
Thanks: 82
1y ago · Apr 10, 2025 7:09 PM
#1
Using geometry shaders to calculate barycentric coordinates and render wireframe mesh triangles over character models.
RenderMaster | Clean UI Design & Dear ImGui widgets
The following users thanked RenderMaster for this post:
ZeroMemory
Member
MEMBER
Rep: 75
Join Date: Oct 2024
Posts: 32
Thanks: 18
1y ago · Apr 10, 2025 9:24 PM
#2
The geometry shader outputs distance to opposite triangle edges. The pixel shader discards pixels where distance > wireframe_thickness.
ZeroMemory · Always experimenting
RustMechanic
Unity & IL2CPP Reverser
VIP
Rep: 295
Join Date: Nov 2022
Posts: 32
Thanks: 74
1y ago · Apr 11, 2025 2:24 AM
#3
Wireframe styling has a minimal visual footprint while clearly exposing character joint poses.
RustMechanic | IL2CPP & Unity Engine Analysis