3 ms·
Bit hard to explain without examples but while traversing the beziers in shader, I test if we are equidistant to two or more beziers and do special handling to
by adamjs 8y ago
Bit hard to explain without examples but while traversing the beziers in shader, I test if we are equidistant to two or more beziers and do special handling to merge the two unclamped fields (normally we clamp 't' between [0, 1] when sampling bezier distance, but for merging two fields we can project it infinitely and then select closest).