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Render: a gradient mesh is rasterized into at most 4 MP (16 MB) at once
The image a mesh's quads are filled into is clipped to the frame; at 16 MP a mesh filling a large canvas allocated up to 64 MB per frame. A larger mesh is drawn quad by quad, backed by its patches' outlines. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Dt49z1ubK9x1bPq51APgz3
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committed by
bflatastic
co-authored by
Claude Opus 5.5
parent
cf5caa43d5
commit
9735518c84
@@ -173,8 +173,9 @@ fn mesh_level(m: &GradientMesh, bounds_px: f64) -> usize {
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}
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/// The most pixels a gradient mesh is rasterized into at once ([`draw_mesh_raster`]); a larger
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/// one is drawn quad by quad.
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const MESH_RASTER_MAX_PIXELS: usize = 16 << 20;
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/// one is drawn quad by quad. The buffer is clipped to the frame; at 4 MP it holds at most 16 MB
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/// of pixels per mesh and frame.
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const MESH_RASTER_MAX_PIXELS: usize = 4 << 20;
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/// Draw a tessellated gradient mesh as one image: its quads are filled into a pixel buffer of the
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/// mesh's on-screen box by scanline (each pixel takes the quad its centre is in, so neighbouring
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