A little bit tired today because of the VIP2010 organisation this week end.
But but the code can’t wait so this is a picture of the ChordalAxis algorithm.
This algorithm is nice because he found the “skeleton” of any shape.
So the question is why do I need such algorithm for my shape rendering, the answer is : I need to scale uniformaly the shape of 1 pixel to ensure good anti- aliasing computing. And whith the ChordalAxis and the subdivision done with it I can compute the distance to the shape for any vertex.
Then with this distance function I will compute AntiAlising in the PixelShader like other mathematic primitives.