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By triangulating a polygon (spliting a polygon into triangles), we can resolve these issues:
Rendering quality of edges is low (Vector anti-aliasing issue #3124): Now rendering vector.Path needs to use stencil buffers. A stencil buffer basically holds binary values and is not suitable for antialiasing edges. (By the way, MSAA would not work with concave polygons if I understand correctly.) Once we could triangulate polygons, we could apply some algorithms like Loop Blinn to render smooth edges.
Operating System
What feature would you like to be added?
By triangulating a polygon (spliting a polygon into triangles), we can resolve these issues:
vector.Path
needs to use stencil buffers. A stencil buffer basically holds binary values and is not suitable for antialiasing edges. (By the way, MSAA would not work with concave polygons if I understand correctly.) Once we could triangulate polygons, we could apply some algorithms like Loop Blinn to render smooth edges.AppendVerticesAndIndicesForStroke
#2409). If a polygon is just a set of convex polygons, we could easily use transparent colors.Also, if trinagulation works well, we can simplify Ebitengine implementations by removing stencil buffers.
Why is this needed?
No response
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