[RFC PATCH 6/8] d2d1: Add cubic bezier overlap splitting limit.

Henri Verbeet hverbeet at gmail.com
Fri May 8 17:03:56 CDT 2020


On Tue, 5 May 2020 at 00:20, Connor McAdams <conmanx360 at gmail.com> wrote:
> Add a splitting limit for cubic bezier overlap splitting, otherwise
> certain cubic beziers will indefinitely continue splitting.
>
Could you provide some more details about how and why that happens? If
this is a consequence of D2D_VERTEX_TYPE_SPLIT_CUBIC_BEZIER, you'll
probably need to fold it into 1/8 in order to avoid regressions. On
the other hand, in that case not introducing split cubics in 1/8 would
also avoid the issue. As you're probably already aware, in order to
actually render cubics, you'll need to eliminate
self-intersections/double points in d2d_geometry_resolve_beziers(),
which also affects the overlap check here.



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