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Description
this ideas based on gl_engine tessetation mechanics
- do not split geometry into separate buffers in a case of moveTo command, use single vertex buffer for shape
- directly fill vertex/index buffers for shape without static mediator buffers
- apply stroke dashes for path but not for decoded outline
- use more precise tesseletion factor for cubic splines/circles
- get rid common tri-fun index bufffer
- draw shape using single draw call, but not for each sub-mesh (moveTo)