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    • Technical task
    • Resolution: Fixed
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    Description

      Currently we are using qTriangulate() and then splitting up the triangles afterwards. This is similar to what the Loop-Blinn paper does, but our triangulator seems to produce a lot of very narrow triangles. The issues are especially noticeable when using the stroke shader (which is not discussed by Loop-Blinn).

      Investigate either finding a better algorithm, or creating a new one that creates suitable triangles that don't need to be split.

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              esabraha Eskil Abrahamsen Blomfeldt
              tvete Paul Olav Tvete
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