What do you mean?
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Replying to @mrdoob
It’s breaking down curves into small lines, not keeping them as curves.
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Replying to @pcwalton
Oh, right. We'll cross that bridge when we come to it. For now, there is a ton of SVG spec to support.
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@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 …1 reply 0 retweets 2 likes -
Replying to @BlurSpline @mrdoob
Interesting, looks like you’re tessellating the convex hulls. Is that a constrained Delaunay triangulation?
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Looks like it’s modified ear-clipping, based onhttps://github.com/mapbox/earcut
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Ah. That’s O(n^2) and won’t handle self-intersecting paths, which are extremely common in the real world :(
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It's much faster than O(n^2) in practice (because of hashed lookups). About 7–8x faster than libtess for us, while being more resilient. For self-intersections, while we handle that by preprocessing on the server, I'm working on a client-side "fixing" libhttps://github.com/mapbox/polysnap
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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.
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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)
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Trapezoidation works fine for me for things like the SVG tiger. It’s 2x more vertices, which is unfortunate, but in my case it’s worth it to be able to handle curves properly. (I haven’t found a triangulation algorithm that can handle curves.) BTW, Direct2D uses trapezoidation.
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