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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(This isn’t really backface culling, but backface culling is used for another trick I came up with for analytic AA mode)
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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.
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Useful flag ;-) Do you dilate the triangles to achieve conservative rasterization?
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In analytic AA mode, yes.
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