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authorCarl Worth <cworth@cworth.org>2004-07-01 13:38:23 +0000
committerCarl Worth <cworth@cworth.org>2004-07-01 13:38:23 +0000
commit8b9c42e8ce3135aad4d9adc5be1c4b984c190604 (patch)
tree5f1252c59eb4b14205c2c4be9d2b051dca5ed9f9 /BUGS
parentad398d9bda70a1e49edf126bd8576edf63b4b7a6 (diff)
Add missing ChangeLog entry. Add description of current tessellation bugs.
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@@ -17,6 +17,11 @@ following paper has the right answers:
Finite Precision Output, Computation Geometry Theory and
Applications, 13(4), 1999.
+Recent improvements to make the intersection code more robust (using
+128-bit arithmetic where needed), have exposed some of the weakness in
+the current tessellation implementation. So, for now, filling some
+polygons will cause "leaking" until we implement Hobby's algorithm.
+
--
Stroking a self-intersecting path generates the wrong answer, (in