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The current renderer converts the hyperbezier to a bézier path by arbitrarily subdividing it into 64 segments, and computing a cubic for each segment. This is a reasonable general-purpose solution, but is inefficient in many cases, where the path could be reasonably approximated by fewer segments.
The text was updated successfully, but these errors were encountered:
This replaces the fixed subdivision with a dynamic approach, and also
changes the parametrization to do a better job when tension goes up.
It's a bit hacky and heuristic, rather than being based on careful
tuning of parameters to approach an optimized rendering, but it should
be a big improvement over the current situation.
Fixes#15
Also closes#12 while I'm deep in the curve math.
The current renderer converts the hyperbezier to a bézier path by arbitrarily subdividing it into 64 segments, and computing a cubic for each segment. This is a reasonable general-purpose solution, but is inefficient in many cases, where the path could be reasonably approximated by fewer segments.
The text was updated successfully, but these errors were encountered: