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  • Jehan's avatar
    app: replace gegl:watershed-transform with custom algorithm. · 3467acf0
    Jehan authored
    We don't really need to flow every line art pixel and this new
    implementation is simpler (because we don't actually need over-featured
    watershedding), and a lot lot faster, making the line art bucket fill
    now very reactive.
    For this, I am keeping the computed distance map, as well as local
    thickness map around to be used when flooding the line art pixels
    (basically I try to flood half the stroke thickness).
    
    Note that there are still some issues with this new implementation as it
    doesn't properly flood yet created (i.e. invisible) splines and
    segments, and in particular the ones between 2 colored sections. I am
    going to fix this next.
    3467acf0