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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For more info: Lorenzetto et al, “A Fast Trapezoidation Technique for Planar Polygons” https://pdfs.semanticscholar.org/b590/6dd5a48ad8927ea9fadd5110f791f569116e.pdf …
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Replying to @pcwalton
Wait, is this the algorithm you used in pathfinder's partitioner? A few weeks back I got curious how it worked, so I read through http://partitioner.rs trying to figure that out. I didn't get a full understanding, but it seems really similar to what this paper is describing.
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Replying to @pcwalton
Damn, if only I'd waited a few weeks longer. Then it'd have been a lot easier. Anyway, thanks for your answer!
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Replying to @antonius_frie @pcwalton
Oh, could I ask you another question about pathfinder? I've been thinking about using it for one of my projects, but I couldn't find much info on which shaders to use when (I think the mcaa shaders are ones I might want?), and how exactly to get the meshpack data to the GPU.
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Replying to @antonius_frie
Do you need multicolor rendering or single color/fonts?
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Replying to @antonius_frie
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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Replying to @pcwalton
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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Replying to @pcwalton
No worries :). Pathfinder's awesome, and I'm so glad you're working on it! Also, thanks a lot for taking some time to answer my questions. And if there's some way I could help with documentation or sth, let me know, but really only if it doesn't cause you any extra work. Thanks!
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