В эксте только постеризация.
Обводка:

Graphics3D 1024,768
SetBuffer BackBuffer()
camera=CreateCamera()
PositionEntity camera,0,7,-10
light=CreateLight()
plane=CreatePlane()
PositionEntity plane,0,-5,0
; Создание куба
cube=CreateCube()
Cel_Shade(cube,0.3)
sphere=CreateSphere()
Cel_Shade(sphere,0.3)
PositionEntity cube,-5,0,10
PositionEntity sphere,5,0,10
While Not KeyDown( 1 )
TurnEntity cube,5,2,.05
TurnEntity sphere,5,2,.05
UpdateWorld()
RenderWorld
Flip
Wend
End
Function Cel_Shade(Shaded_Entity, OutlineScale#)
Outline_Entity = CopyMesh(Shaded_Entity)
UpdateNormals Outline_Entity
EntityFX Outline_Entity, 1+8
Surfaces = CountSurfaces(Outline_Entity)
For LOOP_Surface = 1 To Surfaces
Surface_Handle = GetSurface(Outline_Entity, LOOP_Surface)
Verts = CountVertices(Surface_Handle) - 1
For LOOP_Verts = 0 To Verts-1
Vx# = VertexX#(Surface_Handle, LOOP_Verts)
Vy# = VertexY#(Surface_Handle, LOOP_Verts)
Vz# = VertexZ#(Surface_Handle, LOOP_Verts)
VNx# = VertexNX#(Surface_Handle, LOOP_Verts)
VNy# = VertexNY#(Surface_Handle, LOOP_Verts)
VNz# = VertexNZ#(Surface_Handle, LOOP_Verts)
If vnx<50 And vny<50 And vnz<50 Then VertexCoords Surface_Handle, LOOP_Verts, Vx#+(VNx#*OutlineScale#), Vy#+(VNy#*OutlineScale#), Vz#+(VNz#*OutlineScale#)
Next
Next
FlipMesh Outline_Entity
EntityColor Outline_Entity, 20, 20, 20
PositionEntity Outline_Entity, EntityX#(Shaded_Entity, True), EntityY#(Shaded_Entity, True), EntityZ#(Shaded_Entity, True)
EntityParent Outline_Entity, Shaded_Entity
End Function