TEST_F(EntityTest, BezierCircleScaled) {
Entity entity;
auto path = PathBuilder{}
.MoveTo({97.325, 34.818})
.CubicCurveTo({98.50862885295136, 34.81812293973836},
{99.46822048142015, 33.85863261475589},
{99.46822048142015, 32.67499810206613})
.CubicCurveTo({99.46822048142015, 31.491363589376355},
{98.50862885295136, 30.53187326439389},
{97.32499434685802, 30.531998226542708})
.CubicCurveTo({96.14153655073771, 30.532123170035373},
{95.18222070648729, 31.491540299350355},
{95.18222070648729, 32.67499810206613})
.CubicCurveTo({95.18222070648729, 33.85845590478189},
{96.14153655073771, 34.81787303409686},
{97.32499434685802, 34.81799797758954})
.Close()
.TakePath();
entity.SetPath(path);
entity.SetTransformation(Matrix::MakeScale({20.0, 20.0, 1.0}).Translate({-80, -15, 0}));
entity.SetContents(SolidColorContents::Make(Color::Red()));
ASSERT_TRUE(OpenPlaygroundHere(entity));
}
At the current values for SmoothingApproximation:

If I change SmoothingApproximation.scale to 0.01 it looks much better, but also is more expensive to calculate.
We should probably have this be adaptive so that when people scale into paths they still look good.
@chinmaygarde @bdero fyi
At the current values for
SmoothingApproximation:If I change
SmoothingApproximation.scaleto0.01it looks much better, but also is more expensive to calculate.We should probably have this be adaptive so that when people scale into paths they still look good.
@chinmaygarde @bdero fyi