How do you handle two lines drawn on top of one another?
The first line sets a bunch of pixels in the stencil buffer that somehow then need to get unset before drawing the next line, no?
I'm actually really interested in this as I'm having a really complicated time doing what should be relatively simple 2D CAD-type stuff with any of the modern graphics APIs (Vulkan or DirectX 12). Any time I want to draw a world-coordinate vertex thing with a device pixel width dimension life just gets horrible.
You could try using the Z buffer instead of the stencil buffer. Give each object a different Z coordinate and use GL_LESS/GL_GREATER depth tests to avoid overdrawing.
It shouldn't if you submit the paths from back to front and enable blending. You can then use analytic AA (distance-based or whatever you'd like) to blend with paths behind the one you're currently drawing.
The first line sets a bunch of pixels in the stencil buffer that somehow then need to get unset before drawing the next line, no?
I'm actually really interested in this as I'm having a really complicated time doing what should be relatively simple 2D CAD-type stuff with any of the modern graphics APIs (Vulkan or DirectX 12). Any time I want to draw a world-coordinate vertex thing with a device pixel width dimension life just gets horrible.