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pcwalton's profile
Patrick Walton
Patrick Walton
Patrick Walton
@pcwalton

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Patrick Walton

@pcwalton

Research engineer at Mozilla

San Francisco, CA
pcwalton.github.io
Joined November 2009

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    1. Patrick Walton‏ @pcwalton 12 Jan 2018
      • Report Tweet
      • Report NetzDG Violation
      Replying to @pcwalton @eddyb_r

      Specifically, Loop-Blinn in the paper has this annoying thing where you have to encode whether a curve is concave or convex explicitly, but this is unnecessary: if your triangles go "endpoint0, control point, endpoint1" then winding order determines convexity.

      1 reply 0 retweets 4 likes
    2. VectorGL‏ @Vector_GL 12 Jan 2018
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      Replying to @pcwalton @eddyb_r

      So, two passes: concave and convex?

      1 reply 0 retweets 0 likes
    3. Patrick Walton‏ @pcwalton 12 Jan 2018
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      Replying to @Vector_GL @eddyb_r

      Just one pass. Use gl_FrontFacing in the fragment shader :)

      2 replies 0 retweets 0 likes
    4. Patrick Walton‏ @pcwalton 12 Jan 2018
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      Replying to @pcwalton @Vector_GL @eddyb_r

      (This isn’t really backface culling, but backface culling is used for another trick I came up with for analytic AA mode)

      1 reply 0 retweets 0 likes
    5. Elias Naur‏ @eliasnaur 15 Oct 2018
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      Replying to @pcwalton @Vector_GL @eddyb_r

      Can you elaborate? I see backface culling enabled for conservative rendering of mesh interiors in Pathfinder, but why? Is it to cull geometry smaller than the 2 px height shrinking? If so, I don't see how that works for non-rectangular interior geometry.

      1 reply 0 retweets 0 likes
    6. Patrick Walton‏ @pcwalton 15 Oct 2018
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      Replying to @eliasnaur @Vector_GL @eddyb_r

      That tweet was old; I don’t use blackface culling anymore in PF.

      1 reply 0 retweets 0 likes
    7. Elias Naur‏ @eliasnaur 15 Oct 2018
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      Replying to @pcwalton @Vector_GL @eddyb_r

      I see it in current code: https://github.com/pcwalton/pathfinder/blob/883ccceb2dcfc3faf2bf0b50f99d819a6ffe25c8/demo/client/src/renderer.ts#L516 …. It doesn't seem unused and is called if directRenderingMode !== 'none' (line 184 in same file). What did I miss?

      1 reply 0 retweets 0 likes
    8. Patrick Walton‏ @pcwalton 15 Oct 2018
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      Replying to @eliasnaur @Vector_GL @eddyb_r

      I’m going to rewrite that code.

      1 reply 0 retweets 0 likes
    9. Elias Naur‏ @eliasnaur 20 Oct 2018
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      Replying to @pcwalton @Vector_GL @eddyb_r

      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.

      2 replies 0 retweets 0 likes
    10. Patrick Walton‏ @pcwalton 22 Oct 2018
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      Replying to @eliasnaur @Vector_GL @eddyb_r

      I have a solution for this in the works :)

      1 reply 0 retweets 0 likes
      Patrick Walton‏ @pcwalton 22 Oct 2018
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      Replying to @pcwalton @Vector_GL @eddyb_r

      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.

      2:02 PM - 22 Oct 2018
      1 reply 0 retweets 0 likes
        1. Elias Naur‏ @eliasnaur 23 Oct 2018
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          Replying to @pcwalton @Vector_GL @eddyb_r

          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?

          0 replies 0 retweets 0 likes
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