ok.. after bumping, i try my luck here...

I use this shadercode ( thx to cowabanga ):
Code:
float4x4 matWorldViewProj;

struct VS_IN 
{
	float4 pos : POSITION;
	float4 nrm : NORMAL;
};

struct VS_OUT 
{
	float4 oPos : POSITION;
	float4 oC0 : COLOR0;
	float4 oC1 : COLOR1;
};

VS_OUT OutlineVS (VS_IN In, uniform float scale, uniform float3 rgb)
{
	VS_OUT Out;
	In.pos.xyz += In.nrm.xyz*scale;
	Out.oPos = mul(In.pos,matWorldViewProj);
	Out.oC0 = Out.oC1 = float4(rgb,1.0);
	return Out;
}

technique test
{
	pass p1
	{
		CullMode = CCW;
	}
	pass p0
	{
		CullMode = CW;
		VertexShader = compile vs_2_0 OutlineVS(0.5,float3(0.0,0,0)); // thickness , rgb
	}
}




Now i recognized:
If i use a model, with an alpha-TGA File as Skin.. the complete model is Transparent like the alpha.. but completely black...

Any idea how to add the Alpha-TGA Support to that shader???

Last edited by Espér; 04/01/09 17:07. Reason: changed the outline thickness to 0.5

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