Mikko Mononen
Mikko Mononen
Nice! Have you checked on higher level how much time is spent in flattenPath, qsort, and rasterize sorted edges? I expect the rasterization to dominate, but just curious. Also, what...
Please double check the api docs. 6 means that the results are polygons with up to 6 vertices. to 26. syysk. 2019 klo 12.15 L1onKing kirjoitti: > Hello! First of...
PolySize and vertexSize describe the result size. Triangles have 3 vertices, so polySize should be 3. Choose vertexSize whether you are handling 2d or 3d verts. to 26. syysk. 2019...
Take a look at the readme, it has link to the OpenGL docs which describes how the input polygon winding affects results. The tesselator may reorder the vertices or add...
Your for loop does not make any sense. Please take a look at the example code how to use the vertices. On Fri, Sep 27, 2019 at 2:05 PM L1onKing...
I don't have any good resources. I have learned most of 2D rendering snippet by snippet from various sources. NanoVG uses stencil buffer to render non-convex polygons. To do that,...
nbevel describes how many points on the path needs beveling, see: https://www.w3.org/TR/SVG11/painting.html#StrokeLinejoinProperty Each point on the path has direction vector (dx/dy), dlx* & dly* are normals (towards left) at that...
Libart can be found here: https://www.levien.com/libart/ - xform is 2D 2x3 affine transfrom matrix, similar is used by html5 canvas - feather means the 1px gradient at the edges of...
Nanovg uses 2D affine matrix throughout. A 2D affine matrix is 2x3, where top 2x2 is the rotation/scale/shear part, and the last column is position. The matrix is actually 3x3,...
It's problem with stencil buffer. You will need to initialize opengl with stencil buffer.