From 7cf4bd932f0c28b58fa7a01b33b4f13647bbb20d Mon Sep 17 00:00:00 2001 From: RuiwenTang Date: Mon, 4 Mar 2024 12:11:58 +0800 Subject: [PATCH] gl_engine: use stencil and cover tessellator by default Since we choose multisample antialiasing, use stencil then cover to render polygon can get better performance. Also the code is much easier to understand. --- src/renderer/gl_engine/tvgGlGeometry.cpp | 11 +++-------- 1 file changed, 3 insertions(+), 8 deletions(-) diff --git a/src/renderer/gl_engine/tvgGlGeometry.cpp b/src/renderer/gl_engine/tvgGlGeometry.cpp index fe80c62d..fb99f89e 100644 --- a/src/renderer/gl_engine/tvgGlGeometry.cpp +++ b/src/renderer/gl_engine/tvgGlGeometry.cpp @@ -41,17 +41,12 @@ bool GlGeometry::tesselate(const RenderShape& rshape, RenderUpdateFlag flag) fillVertex.clear(); fillIndex.clear(); - Tessellator tess{&fillVertex, &fillIndex}; - if (!tess.tessellate(&rshape, true)) { - fillVertex.clear(); - fillIndex.clear(); - BWTessellator bwTess{&fillVertex, &fillIndex}; + BWTessellator bwTess{&fillVertex, &fillIndex}; - bwTess.tessellate(&rshape); + bwTess.tessellate(&rshape); - mStencilFill = true; - } + mStencilFill = true; } if (flag & (RenderUpdateFlag::Stroke | RenderUpdateFlag::Transform)) {