Rendering bug with GPU and stroke edge at viewport edge
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- Dominant language
- Rust
- Stars
- 4.3k
- Forks
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- Avg merge
- 2d 13h
- Merged PRs (30d)
- 61
Description
The wrong squares in the GPU rendering are colored in the stroke color.
Below is an image and the `SVG` to recreate the bug with the `with_winit` example.
The example contains a stroke starting at `(0, negative half stroke width)`, after moving a bit horizontal the long line creates the bug.
System: stable-aarch64-apple-darwin with Metal
Version: `0.5` and main branch (ce8e7a9716b6114b755565bb6a5d7a3e3ce1817a)
```svg
```

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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with the `with_winit` example and reproduce the issue using the provided SVG on the stated Metal setup. Trace the GPU rendering path for the thin stroke beginning at the viewport edge; done means the correct pixels are colored by the stroke without the erroneous squares.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- computer-graphics
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 45/100