On Tue, 5 May 2020 at 00:20, Connor McAdams conmanx360@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.