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Description
Currently, RenderWebGL._getConvexHullPointsForDrawable()
calls hull
from the hull.js
library as its last step. However, I'm not entirely sure this is necessary-- it looks as though _getConvexHullPointsForDrawable
already implements something like the monotone chain algorithm except sorted by y-coordinate (which is why we get "left" and "right" hulls).
The comment associated with _getConvexHullPointsForDrawable
cryptically says the boundary points are passed to hull.js
for "further work". What's hull.js actually doing here?