Details
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Technical task
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Resolution: Fixed
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Not Evaluated
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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.
Attachments
Issue Links
- resulted from
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QTBUG-111151 Antialiasing artifacts and triangulation
- Closed