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[Octave-bug-tracker] [bug #45494] Patches have spurious (antialising) li


From: Dan Sebald
Subject: [Octave-bug-tracker] [bug #45494] Patches have spurious (antialising) lines in vector printout
Date: Tue, 18 Jul 2017 14:22:04 -0400 (EDT)
User-agent: Mozilla/5.0 (X11; Ubuntu; Linux x86_64; rv:52.0) Gecko/20100101 Firefox/52.0

Follow-up Comment #20, bug #45494 (project octave):

Interesting comment here about GL_QUADS:

https://stackoverflow.com/questions/6644099/what-is-so-bad-about-gl-quads

I'm guessing that most programmers of the low-level routines found that they
ended up using triangles to implement quads.  The point is that the hardware
ultimately determines how things are implemented, and GPUs typically have only
triangles.  (Something I didn't know or assume, I'd think some would have a
convex shape routine.)

Can we pin-point where exactly the issue is?  It's a lot of work to build
OpenGL/Mesa from scratch and convince developers there is something to fix.

Is there the possibility of "covering-up" the tessellation lines by drawing
lines the same color as the patch after the convex shapes have been drawn? 
There's nothing too difficult about that algorithm, i.e., just draw lines
between all combinations of pairs of points.  The tessellation lines I'm
seeing always look to be a single pixel wide.  Would drawing such a line be
100% accurate?  That is, rather than tessellation lines there are remnants of
the line, i.e., single gray pixels floating about.

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