Thanks for all the comments and for posting framerates.
You might try adding some sort of cap to the lines so they appear continous. A small circle at the "joints" might work however this would require some multiple passes and tinkering with blending.
I've already experimented with this and it did work to some extent but it slowed the rendering down. Besides, its only really necessary if you want thicker lines. I'm not sure why you think it would need multiple passes.
If you are going to have transparent shapes you will need to sort the faces of the object so the faces furthest away from the camera are drawn first with overlapping faces drawn latter. Basically it comes down to calculating the center of the polygons then sorting them by each faces distance from the camera.
You're talking about faces and edges being visible through other faces of the same mesh, right? If so, I have no satisfactory solution to this. Its not an issue for simple convex meshes like those in the demo. But isn't this a problem for solid meshes rather than transparent ones? Perhaps I've misunderstood you. Incidentally, checking the distance between the centre of each face and the camera would not guarantee that they were drawn in the right order.
I made a massive improvement to the line code for BMAX, you might want to look that up to figure how to do real glowing lines.
Sounds good. Could you post a link?
You mentioned the possibility of this being used to render mesh outlines for a hand drawn effect. Have you implemented this functionality already?
Sorry, no. Its just an idea at the moment. If I get it working I will post an example.
aw so no source? oh well
Not just yet. It still needs a bit of work before its fit to be released.