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.
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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You mean the SVG demo? Hmm, if you're planning to revamp the MCAA shaders anyway, maybe I should wait a little longer before putting more time in now?
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Yeah, it might be a good idea to wait a bit. Sorry, got a lot on my plate!
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