I'm currently working on making star maps like the game Stellaris.
I'm trying to render the regions controlled by different teams. I'm using a sprite with mesh distortion to create the outline of boarders (so i get a nice sharp clean edge rather than pixelated edge), and the canvas object to draw the inner solid colour.
The issue I'm having is in some circumstances the canvas wont render properly, 99% of the time it works though.
The points are ordered correctly, as they use the same points as the mesh object, which is the correct shape, so i've ruled that out.
I thought it might have to do with having "convex" checked when filling the polygon, but that made things worse.
Then i looked in the console log and notice this.
"quick decomp: max level (100) reached". Related to polygons.
It only comes up when i notice the rendering error.
I'm kind of stuck. The mesh object being square grid based cant render such complex shapes. I've tried writing a custom shader but shader files don't support token strings so each point would have to be a separate parameter, which is not feasible.
Ashley any help?
Thanks