Support rendering meshes with per-vertex color
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- Dominant language
- Rust
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- Forks
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- Avg merge
- 2d 13h
- Merged PRs (30d)
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Description
Thanks for all the work on this. I'm currently using it as a basis for a data viz focused rendering pipeline.
Allowing mesh rendering would greatly expand the power of Vello for e.g. rendering paths with variable width/stroke color etc. I'm currently battling with getting rid of AA seams when rendering the triangles individually.
Contributor guide
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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 by reviewing Vello's existing rendering pipeline and the issue's requirements for mesh geometry and per-vertex colors. Determine how the proposed support should handle rendering paths with variable width or stroke color and avoid antialiasing seams. Done means meshes render with per-vertex color as described, with coverage for the relevant behavior.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Quiet
- Clarity
- Mostly clear
- Newbie friendliness
- 42/100