Juce's not quite ready OpenGL Renderer

Sadly, no… I already spent a long time writing a very cunning path-to-triangle algorithm, but the only way to reliably render it with AA ended up being slower than just creating a texture from the edge table, which is how it works now.

It’d probably be fast to use triangles if you were happy to just rely on the device’s multisampling to perform the AA, but as far as I can tell the results with that are (at best) piss-poor, or at worst, not anti-aliased at all.

I also found that the quantity of triangle data that needed to be sent to the GPU for some paths was actually not much smaller than the texture data generated from an edge table. And generating an edge table is faster than triangulating. So basically, my conclusion was that unless you’re drawing a big, simple, non-antialised polygon, triangles just make things harder.

I’d be interested to hear from anyone who’s had experience of profiling GL, and could work out where the bottlenecks really are… I suspect that it could all be improved greatly with just a few tweaks in the right places.