As experimental debug feature we could add wireframe rendering option in debug menu.
It could be enabled by this code
g_d3d_device->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME);
And disabled by this code
g_d3d_device->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
Also we must think about how to apply this mode for specific model (instance). Glacier presents this feature (they are using instancing concept) and the idea could be implemented through vftable proxy hook (find method "draw" and insert logic in it).
As perfect solution we can implement ray tracing from player camera by the angle to find object to draw in wireframe mode but it's impossible (looks like a challenge).
As experimental debug feature we could add wireframe rendering option in debug menu. It could be enabled by this code
g_d3d_device->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME);
And disabled by this codeg_d3d_device->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
Reference https://www.drunkenhyena.com/cgi-bin/view_cpp_article.pl?chapter=2;article=22
Also we must think about how to apply this mode for specific model (instance). Glacier presents this feature (they are using instancing concept) and the idea could be implemented through vftable proxy hook (find method "draw" and insert logic in it).
As perfect solution we can implement ray tracing from player camera by the angle to find object to draw in wireframe mode but it's impossible (looks like a challenge).