I have another architecture question, I’m building a mini vector graphics library so I can draw some nice ui components (such as a curved rectangle panel). I’m currently building the points manually in my code during initialization and then drawing them via a line loop. I have seen in some places that an alternative method is to pass the points and control points to a shader (as they form triangle/s) and to let the shader choose whether to draw the point or not (via some sort of test such as u^2 -v > 0 for fill or =0 for line, for a quadratic bezier). Is there a better choice here? The 1st has more work to do upfront but makes it harder to do things such as anti aliasing (unless there is a good way to incorporate it here) and the 2nd has more work to do but allows so extra logic to anti alias.
There is the tessalation shader too but I can’t see it being any better here than the 1st method (could be wrong here again :))