Yeah. I realized a bunch of the complexity in Loop Blinn 2005 can be eliminated by using triangle winding order (should write this up!), and then found several other places it could apply in Pathfinder 2.
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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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