@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 …
I don’t see fill rules in there though. How do you select even-odd vs. winding?
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TESS_WINDING_ODD and TESS_WINDING_NONZERO It’s well documented in http://www.glprogramming.com/red/chapter11.html … I use the
@MikkoMononen’s excellent port:https://github.com/memononen/libtess2 … -
Oh interesting, that’s cool. Still, all things considered I prefer the simplicity of trapezoidation over triangulation. Trapezoidation is very similar to what a CPU renderer does, which is nice to avoid surprises.
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This is what kept getting me when I looked into tessellation: almost nothing out there handles fill rules properly. The best you can usually hope for is what FIST does: it generates “something that looks reasonable”—not good enough to implement the spec :(
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