   Blender, edge highlighting
  If you have used Blender, you know that when you select an object, it highlights the edges or should I say the silhouette of the object.I downloaded the source code but man, there is a lot of files.Anyone happen to have investigated this before, perhaps for some project you were doing?   
  I haven't investigated this, but a quick google search turned up this link as a first result.You could probably use a shader if you're not limited to OpenGL 1.4 hardware (I am assuming you're using OpenGL as Blender does of course).   ;  I think that active server pages hung again. Ok, so I can't post my code since I am no longer at home. I just wanted to say that it looks quite bad. The lines appear on certain parts and it also depends on the direction. I also tried to throw in glPolygonOffset to see if it helps but it doesn't really help since result is nearly identical to without it.[Edited by - V-man on February 7, 2010 2:10:17 PM];  You could grep (with cygwin on Windows) the Blender code for keywords such as highlight, select(ed), silhuette, etc, the code, IIRC, is not that bad to read, and there is enough comments to guide you to what you're looking for in case you want exactly the same result as in Blender.You probably want to set any anti-aliasing off and use a blend function that gives you the sharpest results.Sorry I can't be of any more help, I don't have the code handy here [sad].   ;  Ok, /source/blender/editors/object/object_select.c looks like a good place to start, if you load up the source into Visual C++ you could trace back the selection functions to the highlight part.   ;  I can find /source/blender/ but the folder editors/ doesn't exist and the file object_select.c doesn't exist.The code is quite complex. Just looking at outliner.c, not sure what the concept is.I think I'll just implement my own crude outline processor by using glReadPixels. I could even make a shader version to process the pixel buffer to figure out the outline if the user wants to have better performance.