Comment

Comment by jeremiahkellick

Loop and blinn does not compute a winding number using the b) method. It avoids the issue of a winding number by assuming there's only 1 bezier curve per triangle, which requires a complicated triangulation step. It can produce some nasty geometry in more complex cases. With Slug, you can use only 1 quad per glyph if you want.

Also just to clarify regarding this statement:

> Slug uses approach a) and that comes with a lot of edge cases (see chart in the post) and numerical precision issues

Slug does not have numerical precision issues. It's the breakdown into different cases that _solves_ those issues, whereas your statement makes it sound like slug has _both_ the case complexity and the precision issues.

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