Recursive subdivision is not the best way to flatten quadratic Béziers to polylines. Here's a better way: https://raphlinus.github.io/graphics/curves/2019/12/23/flatten-quadbez.html … . Hopefully catnip for my followers who are really into 2D graphics and math.
Any thoughts on doing recursive subdivision on GPU using the tessellation stage and transform feedback? Breadth first makes it quite parallel, and error can be decreased over several frames.
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It can probably be done, but for my own GPU work I'm basically using compute exclusively. It's also the case that my algorithm produces more efficient results than recursive subdivision, which takes away most of the motivation to do that.
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Though I could be fooling myself. Last time working on it was with a polar projection, not bez curves.
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