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Implementing thick lines (and renaming "stroke" to skeleton?) #258

@davidedc

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@davidedc

Lines are problematic - they don't obey scale (or perspective) in regards to their thickness.

Thickness could be set by using strokeSize but

  • still it doesn't obey scaling or any type of perspective, i.e. strokeSize is some abstract absolute value
  • it doesn't work at all in Windows (I think due to the WebGl/DirectX translation or whatever)
  • the line-cap given by graphic cards is weird, see this example (it's a flat horizontal cut or flat vertical cut depending on the angle of the line):
  • where it works, it doesn't work beyond the magic number 7 (I think because the artifacts above would become too gross)
rotate time
strokeSize 7
line

So strokeSize is problematic and scaling lines is problematic. At the same time, changing the current stroke of the primitives to a custom implementation is too difficult (I think).

The good news is that we can fix some lines (the ones we create by using "line" now) by using some proper geometries to draw them (possibly with nice linecap, depending on some lineCap and lineDetail that we might want to set).

So perhaps we should distinguish between "line" + "lineSize" (which we can fix) and "skeleton" + "skeletonSize" (which I don't think we can easily fix)... Thoughts?

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