Expand description
CPU tessellation of scene items into GPU-ready meshes.
Coordinates are f32 relative to a per-mesh origin (f64), so large world
coordinates keep sub-micrometre precision on the GPU.
Structs§
- Fill
Vertex - Filled triangle vertex.
- Glyph
Instance - One glyph quad (instanced).
- Line
Instance - Screen-constant line segment (instanced; expanded in the vertex shader).
- Mesh
- Tessellated geometry of one item or overlay.
Functions§
- dash4
- Normalize a dash list (CSS px) to the shader’s 4 entries (SVG repeats odd lists).