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author | Carl Worth <cworth@cworth.org> | 2004-07-01 13:38:23 +0000 |
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committer | Carl Worth <cworth@cworth.org> | 2004-07-01 13:38:23 +0000 |
commit | 8b9c42e8ce3135aad4d9adc5be1c4b984c190604 (patch) | |
tree | 5f1252c59eb4b14205c2c4be9d2b051dca5ed9f9 /BUGS | |
parent | ad398d9bda70a1e49edf126bd8576edf63b4b7a6 (diff) |
Add missing ChangeLog entry. Add description of current tessellation bugs.
Diffstat (limited to 'BUGS')
-rw-r--r-- | BUGS | 5 |
1 files changed, 5 insertions, 0 deletions
@@ -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 |