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