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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Why not do trapezoidation instead? In my tests, Pathfinder’s tessellator outperformed earcut by a lot, while simultaneously needing nothing special to handle self intersections.
As far as I understand, trapezoidation produces many more primitives than triangulation by adding a lot of new vertices, which is much slower to render and takes more GPU memory. This is probably fine for text, but not for detailed maps like we do (e.g. complex water polys)
BTW, quite a few years ago, I tried to build a triangulation library that had trapezoidation as the first step, but it was slow and non-robust. https://github.com/mourner/seidel Perhaps it's worth looking into converting a Lorenzetto-based trapezoidation intro triangulation.
Looking at polysnap, that’s sort of doing what Pathfinder does, but polysnap is probably slower because Pathfinder can bubble sort the active edge list to detect intersections on the fly without needing a prepass.
Note that Pathfinder gains a lot of speed just by not having to break curves down into small lines, which adds a ton of vertices.
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