Some more SVGLoader progress. Starting to be useful... https://rawgit.com/mrdoob/three.js/dev/examples/webgl_loader_svg.html …pic.twitter.com/U9YnnJeiVi
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Some more SVGLoader progress. Starting to be useful... https://rawgit.com/mrdoob/three.js/dev/examples/webgl_loader_svg.html …pic.twitter.com/U9YnnJeiVi
This doesn’t look resolution independent. Is there a reason for that?
It’s breaking down curves into small lines, not keeping them as curves.
Oh, right. We'll cross that bridge when we come to it. For now, there is a ton of SVG spec to support.
@pcwalton this is useful for generating geometries. For resolution independent rendering, the conversion to the following approach shouldn't be difficult. https://threejs.org/examples/webgl_shaders_vector.html …
Interesting, looks like you’re tessellating the convex hulls. Is that a constrained Delaunay triangulation?
Looks like it’s modified ear-clipping, based onhttps://github.com/mapbox/earcut
Ah. That’s O(n^2) and won’t handle self-intersecting paths, which are extremely common in the real world :(
Not trying to troll you, BTW; it’s impressive work. Just trying to save you a year’s worth of dead-ends that I had to go through. There’s only one practical solution for tessellation of resolution independent paths that I know of, and it’s what Pathfinder uses.
You will need to rework the whole thing for SVG spec compliance when you get to implementing fill rules. The spec mandates that you handle winding vs. even-odd properly. Probably best to do it sooner rather than later, IMO.
Yeah. I already found some svgs that earcut can't handle. SVG is like COLLADA, we won't support it fully, but we'll have decent support with performant and maintainable code. Enjoying the luxury of not being a browser 
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