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Computing exact derivatives of Gregory patches is hard due to the rational blending that occurs for the inner control points. Many people thus opt for an easier solution where the rational blending functions are first evaluated and then the resulting control points are interpreted as the control points of a standard polynomial Bézier triangle. This technique ...


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Having read PaulHK's answer, it occurred to me that a possible alternative to the 'bleed', based on premultiplied alpha, would be to initialise your unfilled area to transparent black rather than opaque green. When you then perform the bilinear filtering, if the returned alpha is non-zero (not sure if this test is necessary or not as I can't remember the ...


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This looks like a side effect of bilinear filtering where it can sample texels neighbouring those that are at the edges of the used areas of the texture - the red/green boundary in your case. One solution for this is to perform a "colour bleed" pass on the texture where for every 'empty'(Green) texel with none-empty (Red) neighbours you can output the ...


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