Add a workaround for flickering vector mesh rendering produced by the Boolean Operation node (#3884)

* Add a workaround for flickering vector mesh rendering produced by the Boolean Operation node

* Code review feedback
This commit is contained in:
Keavon Chambers
2026-03-11 00:31:52 -07:00
committed by Dennis Kobert
parent 90533e656f
commit 2ac82a10b5
2 changed files with 44 additions and 13 deletions

View File

@@ -854,8 +854,9 @@ impl Render for Table<Vector> {
(id, mask_type, vector_row)
});
if vector.is_branching() {
for mut face_path in vector.construct_faces().filter(|face| !(face.area() < 0.0)) {
let use_face_fill = vector.use_face_fill();
if use_face_fill {
for mut face_path in vector.construct_faces().filter(|face| face.area() >= 0.) {
face_path.apply_affine(Affine::new(applied_stroke_transform.to_cols_array()));
let face_d = face_path.to_svg();
@@ -917,7 +918,7 @@ impl Render for Table<Vector> {
render_params.override_paint_order = can_draw_aligned_stroke && can_use_paint_order;
let mut style = row.element.style.clone();
if needs_separate_alignment_fill || vector.is_branching() {
if needs_separate_alignment_fill || use_face_fill {
style.clear_fill();
}
@@ -929,6 +930,10 @@ impl Render for Table<Vector> {
}
attributes.push_val(fill_and_stroke);
if vector.is_branching() && !use_face_fill {
attributes.push("fill-rule", "evenodd");
}
let opacity = row.alpha_blending.opacity(render_params.for_mask);
if opacity < 1. {
attributes.push("opacity", opacity.to_string());
@@ -1024,10 +1029,10 @@ impl Render for Table<Vector> {
let wants_stroke_below = row.element.style.stroke().is_some_and(|s| s.paint_order == vector::style::PaintOrder::StrokeBelow);
// Closures to avoid duplicated fill/stroke drawing logic
let do_fill_path = |scene: &mut Scene, path: &kurbo::BezPath| match row.element.style.fill() {
let do_fill_path = |scene: &mut Scene, path: &kurbo::BezPath, fill_rule: peniko::Fill| match row.element.style.fill() {
Fill::Solid(color) => {
let fill = peniko::Brush::Solid(peniko::Color::new([color.r(), color.g(), color.b(), color.a()]));
scene.fill(peniko::Fill::NonZero, kurbo::Affine::new(element_transform.to_cols_array()), &fill, None, path);
scene.fill(fill_rule, kurbo::Affine::new(element_transform.to_cols_array()), &fill, None, path);
}
Fill::Gradient(gradient) => {
let mut stops = peniko::ColorStops::new();
@@ -1079,25 +1084,27 @@ impl Render for Table<Vector> {
Default::default()
};
let brush_transform = kurbo::Affine::new((inverse_element_transform * parent_transform).to_cols_array());
scene.fill(peniko::Fill::NonZero, kurbo::Affine::new(element_transform.to_cols_array()), &fill, Some(brush_transform), path);
scene.fill(fill_rule, kurbo::Affine::new(element_transform.to_cols_array()), &fill, Some(brush_transform), path);
}
Fill::None => {}
};
// Branching vectors without regions (e.g. mesh grids) need face-by-face fill rendering.
let use_face_fill = row.element.use_face_fill();
let do_fill = |scene: &mut Scene| {
if row.element.is_branching() {
// For branching paths, fill each face separately
for mut face_path in row.element.construct_faces().filter(|face| !(face.area() < 0.0)) {
if use_face_fill {
for mut face_path in row.element.construct_faces().filter(|face| face.area() >= 0.) {
face_path.apply_affine(Affine::new(applied_stroke_transform.to_cols_array()));
let mut kurbo_path = kurbo::BezPath::new();
for element in face_path {
kurbo_path.push(element);
}
do_fill_path(scene, &kurbo_path);
do_fill_path(scene, &kurbo_path, peniko::Fill::NonZero);
}
} else if row.element.is_branching() {
do_fill_path(scene, &path, peniko::Fill::EvenOdd);
} else {
// Simple fill of the entire path
do_fill_path(scene, &path);
do_fill_path(scene, &path, peniko::Fill::NonZero);
}
};