On 10/21/08, Neil Roberts <[EMAIL PROTECTED]> wrote:
> Another thing I've been thinking about for the paths is to tessellate
> them into triangles so that we avoid using the stencil buffer
> altogether. In that case we would probably need to calculate the texture
> coordinates again, but it might help with your other idea which was to
> get a handle to a stored path. We could combine this with the Mesh API
> idea from Rob Bragg [2] and store the tessellated path as a mesh. The
> tessellation idea is described in bug #1198.

If you do this, look into caching the results of the tesselation as it
can be quite expensive - especially for complex paths. Also, if you
cache the tesselation, be careful if the path contains curves. If the
path gets scaled up your curves aren't curvy any more and you need to
re-tesselate.


Cheers,

Tom
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