Once you’ve implemented the Lorenzetto et al. algorithm for polygon tessellation, it’s pretty clear it’s the best one. It’s similar to the GLU tessellator, but it’s *so* much simpler. When floating point error is your nemesis, simpler is usually better.
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Multicolor rendering would be good.
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Look at how the SVG works then. You’ll want the MCAA shaders. (Note that I want to revamp them soon.)
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