-
Notifications
You must be signed in to change notification settings - Fork 140
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
New test scene: hugepath
#542
base: main
Are you sure you want to change the base?
Conversation
I think I see the opposite problem (?) when pressing the C key in |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Thanks, this looks like it brings in a real case where we have issues
I don't know what the path towards fixing this would be
There are some ideas, all mainly point towards implementing some type of viewport culling. For this particular test, we probably want to clamp the coordinates down to a reasonable range such that the ULP is sufficiently small for math. |
This test draws lines with very large floating point y-coordinates. This causes an overflow in bump estimation and rendering issues in Vello.
The only blocker is the clippy failure now |
Merge queue setting changed
@armansito Is this something that we want to land? Trying to clear up some PRs before doing a Vello 0.2 release... |
This only impacts the examples, so is entirely orthogonal to the release imo But we should get this out of limbo. |
This test draws lines with very large floating point y-coordinates (spanning
12345678901234567890.0
and-9.8765432109876543210e+19
respectively). This causes an overflow in bump estimation and results in rendering issues in Vello.Bump Estimation
This test causes a panic in debug builds with the bump_estimate feature enabled:
This happens because the line generates an exorbitant amount of tile crossings which causes the segment count to overflow. This can be avoided by taking the viewport size and culling into account during estimation since a majority of the shape lies outside the viewport. See #541.
Rendering Issues