On 24/1/13 10:27 PM, Moritz Moeller wrote:
> I suggest to create a 2d bezier mesh from the two curves and recursively
> tessellate this into quads. Each corner of a quad inherits the mask
> density value from the curve, tessellated.
> Once quads approach the size of a pixel, rasterize them with subpixel
> precision into a buffer -- this is your mask.

I forgot, Paul Bourke has code for this on his website. "All" you need 
to do to this is:

- Make the code (3D) 2D, i.e. remove the 3rd coordinate everywhere, it 
is not needed.
- Build the mesh from the two curves.
- Make the code subdivide until the size criteria (all quads <= 1 pixel 
edge length) is met.

Also Toxiclibs has 3D Bezier patch tessellation code (Java), also 3D, 
i.e. needs to be modified for the 2D case, too:
http://toxiclibs.org/docs/core/toxi/geom/mesh/BezierPatch.html

.mm

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