# Outline shape2d VboMesh with stroke in PoScene

**URL:** <https://discourse.libcinder.org/t/outline-shape2d-vbomesh-with-stroke-in-poscene/191>\
**Category:** Using Cinder\
**Created:** [August 2, 2016, 8:41am UTC](https://discourse.libcinder.org/t/outline-shape2d-vbomesh-with-stroke-in-poscene/191 "2016-08-02T08:41:30Z")\
**Posts on this page:** 1\
**Showing post:** 3

<div class="post-metadata">

**Author:** ![khuxley](https://yyz2.discourse-cdn.com/flex030/user_avatar/discourse.libcinder.org/khuxley/32/91_2.png) [@khuxley](https://discourse.libcinder.org/u/khuxley)\
**Post date:** [August 2, 2016, 2:09pm UTC](https://discourse.libcinder.org/t/outline-shape2d-vbomesh-with-stroke-in-poscene/191/3 "2016-08-02T14:09:32Z")

</div>

Hi @bala,

Thank you for the suggestion.

I tried out the batch “CombineMesh” technique suggested in this post [“Outline a 2D Shape”.](http://discourse.libcinder.org/t/outline-a-2d-shape/95/8), However, I’m still running into the same problem as Max: more complex Shape2ds do not scale down evenly for the fill.

If I understand right, GL\_LINES is deprecated code. Even though my Nvidia driver may support it right now, I’d like to future proof my code to a certain extent and make it less GPU dependent. Especially since I’m using a scene graph, which could potentially be deployed on a client machine with an Intel GPU.

That’s another reason something akin to @mettrelapaix’s solution seemed most attractive. Just not grokking it yet. Going to keep experimenting.

Cheers,

Ken

---

_[View the full topic](https://discourse.libcinder.org/t/outline-shape2d-vbomesh-with-stroke-in-poscene/191)._
