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@natacha-beck since brainbrowser is based on Three.js, you could explore the WireframeGeometry helper. However, I do think you should keep your performance expectations realistic.
However, brainbrowser is based on WebGL, which does not provide these features. Therefore, the typical solution is to store each triangle's barycentric coordinates as a vertex property. Unfortunately, this prevents you from using indexed triangulated meshes that re-using vertices, so this tends to have a real performance cost for complicated meshes.
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neurolabusc commentedon Apr 10, 2025
@natacha-beck since brainbrowser is based on Three.js, you could explore the WireframeGeometry helper. However, I do think you should keep your performance expectations realistic.
Desktop viewers like Surfice use geometry shaders to create wireframe meshes. Other desktop applications use the GL_EXT_fragment_shader_barycentric extension of OpenGL.
However, brainbrowser is based on WebGL, which does not provide these features. Therefore, the typical solution is to store each triangle's barycentric coordinates as a vertex property. Unfortunately, this prevents you from using indexed triangulated meshes that re-using vertices, so this tends to have a real performance cost for complicated meshes.