Cel-shading - Best Method For Outlines?

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Is there anyone out there that would argue in favour of the traditional line-drawing method, and can give some tips for overcoming potential barriers such as the example mentioned, or should I just stick to the inverted mesh method?



Stick to the inverted mesh method with spherical mapping of a gradient texture... much faster , easy to implement etc... The method you're attempting is going to be far too slow to be practical in a game ( especially the occlusion part ) .... but I guess you're realising this now?