Created attachment 462527 [details] antialiasing-z-positions.html TextureMapperGL: edge distance anti-aliasing should use 2D distance to calculate v_antialias varing variable > float viewportSpaceDistance = distance(centerInViewportCoordinates, controlPointInViewportCoordinates); This code calculates the distance in homogeneous coordinates. z and w are included.
Created attachment 462528 [details] WIP patch
Comment on attachment 462528 [details] WIP patch View in context: https://bugs.webkit.org/attachment.cgi?id=462528&action=review > Source/WebCore/platform/graphics/texmap/TextureMapperShaderProgram.cpp:113 > + float viewportSpaceDistance = distance(centerInViewportCoordinates.xy / centerInViewportCoordinates.w, controlPointInViewportCoordinates.xy / controlPointInViewportCoordinates.w); We should avoid divisions. bug#245265 is going to solve this bug by calculating the denominator separately.
*** This bug has been marked as a duplicate of bug 245265 ***