Vertex clipping and primitive types
Bill Spitzak
spitzak at gmail.com
Thu Sep 19 14:09:36 PDT 2013
Sam Spilsbury wrote:
>
> The point is to any arbitrary geometry against a rectangle. This is
> used to ensure that redraw areas only stick to damage areas.
>
I suspect the most efficient thing to do is to clip against the bounding
box of the obscuring object, even if that produces excess redraw, due to
the complexity of arbitrary clip exceeding the time saved from the
smaller redraw. It may be useful to do an accurate test for
no-intersection, and if they intersect produce a 4-sided intersection of
both bounding boxes. Also watch out for antialiased edges, the
mathematically correct intersection test may give a false negative.
More information about the wayland-devel
mailing list