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Josh @ Dreamland
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Reply #3 Posted on: May 27, 2013, 08:27:23 pm |
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Prince of all Goldfish
 Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
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I'll just cut to the chase on this one: the distance computation for the needed fill rate on large circles would make one polygon worse than fifty. Maybe if you used exactly 20 to minimize the needed fill rate, you would be okay, but then the shader would need an x,y parameter, which would need to be factored into the struct passed from the vertex shader to the fragment shader. If you did that, though, you could reasonably draw perfect circles with mathematically perfect anti-aliasing.
I find Ideka's solution equally elegant.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
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Goombert
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Reply #7 Posted on: May 28, 2013, 03:09:01 am |
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 Location: Cappuccino, CA Joined: Jan 2013
Posts: 2991
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That or I also believe the shaders I added are version 1 yet I labeled them 3.3, so maybe your graphics hardware is too new?
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect. 
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Josh @ Dreamland
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Reply #9 Posted on: May 28, 2013, 08:43:52 am |
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Prince of all Goldfish
 Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
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I was speaking of circle outlines, but I would still use a hollow decagon for regular circles, too. The less of the fill we compute by taking the distance to center, the better.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
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