RuiwenTang
RuiwenTang
> Hi, > I cannot build this source code after I download from Github because this source lack some source files. > Could you send me a full source code?...
Hi @CaichaoGitHub , thanks for reporting this. And I think this is a mistake in skity, I will fix this when I have time. And there is another way to...
Ok, I will take a look
Do we still consider another option? I am trying to rewrite the OpenGL backend for thorvg. And the biggest problem is the OpenGL context creation when using EFL. My usual...
OpenGL/GLES has an extension called [EXT_shader_framebuffer_fetch](https://registry.khronos.org/OpenGL/extensions/EXT/EXT_shader_framebuffer_fetch.txt) which can be used to avoid the extra renderpass. But it's an extension and may not be present on all platform. Other GPU API...
Any idea about this issue? I might found the root cause, and can provide a PR if needed.
Yes, this problem is more complicated than I thought, I prefer merge these closed pathes. I'm going to dig a little deeper into this issue
Ok,and currently I am working on merge these closed shapes. I have implemented a similar algorithm before in my local project.
@hermet I pushed a sweep line algorithm. I used this algorithm in my own engine to do polygon triangulation and complex polygon clip. I hope this code can help to...
Here is a sample code: ```c++ std::array gen_shape() { std::array ret{}; // stroke ret[0] = tvg::Shape::gen(); ret[0]->moveTo(100, 10); ret[0]->lineTo(40, 180); ret[0]->lineTo(190, 60); ret[0]->lineTo(10, 60); ret[0]->lineTo(160, 180); ret[0]->fill(tvg::FillRule::EvenOdd); ret[0]->close(); ret[0]->stroke(0, 255,...