What is the difference between the polygons you want and the FLEs?  Aren't
FLEs the superset?  They are handled as you describe - tesselated in the
renderer into triangles - even the OpenGL renderer.  In fact, its this
tesselation that produces the topology error you mention - tessellating
arbitrary loops in floating-point space is *hard*.  If there are cases that
result in the topology error message, maybe we should just fix it (in
_newtri.c).  BTW, there is an environment variable to set (DX_NESTED_LOOPS)
that supports greater flexibility in the supported topology at the cost of
a less efficient algorithm.

Greg

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