Hi, thanks for all the infos.
I've briefly looked, and my first conclusion is... I need to read it 
again, but not at the end of a work day :)
All that is completely new for me (mesh, tessellate, quads...), and I 
fear it will be too difficult... but let's try !

btw, can you point me to the page where there is the code on Paul Bourke 
website ? (I think I've found the theory page, but if there is some code...)

Thanks a lot
Aldric

Le 24/01/2013 15:35, Moritz Moeller a écrit :
> 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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