That feeling when you eliminate hundreds of lines of code by expressing your graphics algorithm in terms of backface culling, offloading the work to hardware
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Another thing I noticed: With trapezoidation, will vertical lines ever be anti-aliased? Consider an axis-aligned square, translated half a pixel from (0,0). The horizontal edges will be anti-aliased, while the vertical won't.
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I have a solution for this in the works :)
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I will say, though, that that’s a really bad reason to not use trapezoidation. For one, you could always just rotate 45 degrees to mostly fix that issue. But moreover, if your AA algorithm can’t handle straight lines on one axis, it’s broken no matter what.
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Thank you. I'm more or less copying your approach from Pathfinder so the questions are for clarifying my understanding. You mention a solution for this problem. Is it changing the trapezoidation or rendering or both?
End of conversation
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