Sorry for the noise, but is that really the simplest solution?
If there a way to do this mathematically with just the geometry without the extra texture calculations? I am looking for something simpler (perhaps less accurate) for a faster implementation on mobile devices…
for(int i = 0; i < n; i += 3)
glDrawArrays(GL_LINE_LOOP, i, 3);
whoops, read your other post. guess great minds think alike. This is likely why turning on wireframe makes vbos so damn choppy on regular opengl. Only other solution is a clever impl. based on lattice shader, but it wouldn’t look very nice or accurate.
As you suggest, drawing repetitive line loops from groups of triangles, or batching the geometry in a different way is an option, but it’s not very efficient. On mobile devices particularly we are trying to avoid small geometry batches.
I am interested in your lattice shader idea… Accuracy is not that important to me… But I am presuming that is something akin to the suggestion I linked to above…
What I’d really like to know from anyone is if there is a quicker / dirtier way to generate the texture coordinate info in the vertex shader with minimal extra data passed in alongside the existing geometry… I am assuming that without indexing / geometry shaders we are always going to have to help the vertex shader know which vertex it is dealing with by sending side data.