Oh, right. We'll cross that bridge when we come to it. For now, there is a ton of SVG spec to support.
It’s O(k * n * log n) where n is the number of vertices and k is the maximum number of simultaneous active edges (usually a low number). Same complexity as a CPU renderer. It creates trapezoidal meshes that preserve curves (so the mesh is resolution independent).
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In the case of a monotone path, Pathfinder’s tessellation is O(n log n), whereas ear clipping is O(n^2).
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Would if replace Ear Clipping with Constrained Delaunay Triangulation, would the complexity be reduce O(n log n)? Anyways when I get some time, I'll try to check out Pathfinder's code.
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