This method gives really nice results but has some downside:
- Require a depth copy or loose the ability to write wire depth to the
depth buffer and have correct depth ordering of wires.
- Require some depth sampling and prevent early depth test (i.e: has
some performance impact).
- Has some relatively minor instability with geometry that are perpendicular
to the view and intersecting with other geometry.
Pros:
- Compared to a fullpass approach this is surely going to have less
performance impact and much higher quality.
- Removes the additional vertex offset. (see T74961)
- Fixes all half edges z-fighting.
I'm just not sure if this is worth the cost.