![]() So basically, my conclusion was that unless you’re drawing a big, simple, non-antialised polygon, triangles just make things harder. And generating an edge table is faster than triangulating. I also found that the quantity of triangle data that needed to be sent to the GPU for some paths was actually not much smaller than the texture data generated from an edge table. ![]() It’d probably be fast to use triangles if you were happy to just rely on the device’s multisampling to perform the AA, but as far as I can tell the results with that are (at best) piss-poor, or at worst, not anti-aliased at all. ![]() Sadly, no… I already spent a long time writing a very cunning path-to-triangle algorithm, but the only way to reliably render it with AA ended up being slower than just creating a texture from the edge table, which is how it works now. ![]()
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