Finally, propagating tile-local winding numbers to get global winding numbers. We can now fill paths!
Now I've got a bunch of cleanup to do. And then strokes, texturing, anti-aliasing, clipping, translucency (not necessarily in that order) &orca
Finally, propagating tile-local winding numbers to get global winding numbers. We can now fill paths!
Now I've got a bunch of cleanup to do. And then strokes, texturing, anti-aliasing, clipping, translucency (not necessarily in that order) &orca