@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 …
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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Delaunay triangulation is even worse—it’s O(n^3). The paper Pathfinder is based on is Lorenzetto et al, “A Fast Trapezoidation Technique for Planar Polygons”: https://pdfs.semanticscholar.org/b590/6dd5a48ad8927ea9fadd5110f791f569116e.pdf …
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