I promised I was going to do a follow up on the Volumetric Lines episode, so here it is. Like I said, it was very easy to change from regular lines, to using volumetric lines in PewPew. In fact, I already changed once the way lines are drawn: the early versions of PewPew used SDL without OpenGL, so the lines were drawn in software using the good old Bresenham . Switching to OpenGL forced me to reduce the coupling between the renderer, and the game engine. Here is all I had to do to make the switch to volumetric lines, besides the initialization: #ifdef USE_VOLUMETRIC_LINES for (int index=0; index < numberOfVertex; index+=6) VolumeLineRenderer::getInstance().renderLine( &vertexes[index], &vertexes[index+3] ); #else glVertexPointer(3, VERTEX_TYPE, 0, vertexes); glDrawArrays(GL_LINES, 0, numberOfVertex); #endif Here are some new screenshots comparing the regular render to Sebastien Hillaire's one with different line width. Now this is running on a PC, not on ...
Currently working on PewPew Live