Draw Quadratic Curve on GPU

For 3 control point Bezier curves I would: use triangles as primitives enlarge control points to include area around curve to avoid artifacts This way is fast and there is no problem to compute A’,B’,C’ from A,B,C and vice versa. If the scale is constant (for example scale=1.25) then the max usable curve thickness<=2.0*min(|control_point-M|)*(scale-1.0). For … Read more