![]() (4) Render 2 triangles and move the vertices at the connection point (“connecting vertices”) so that these”connecting vertices” of two (or more) lines share the same position (“Moving Corners”).įirst I tried approach (1), but this ended in high memory usage for the number of lines I wanted to display. Therefore I will now concentrate on (4). (3) Use the Fragment Shader to render the caps of the lines / quads. See: High-Quality Cartographic Roads on High-Resolution DEMs (Mikael Vaaraniemi, BMW Group) OpenGL ES 3.2 now supports Geometry Shaders (released Aug, 6th, 2015). OpenGL ES 3.x did not support it when I started implementation. (2) Use the Geometry Shader to add vertices and render thick lines. The drawback is that this uses a lot of memory and a lot of vertex data. But the ending and connection of lines look pretty good – they look “round”, without much work to do. This approach can be called “Rounded Caps”. (1) Render 1 quad for each line and a start and end cap which consist of several triangles. There are different ways to render thick lines: I started to implement thick line rendering in OpenGL for my OpenStreetMap rendering application.
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