I use two tricks there. One, convert contours to shape to detect if they overlap or not (by getting the area of the intersection). The other is to multiply one contour pose by the inversed of the other contour pose to make them touch on an edge.
I’ve been writing methods to convert ShapeContour, Segment2D and RectifiedContour and Shape to a VertexBuffer mesh. The first three can be converted with a variable width defined by your own function. The resulting mesh contains normals, texture coordinates and directions per vertex, which is what I used here to colorize the curves ![]()
I’ll send soon a pull request with these changes.
Simulating gradients. I was using orx-axidraw and the axi.groupStrokeColors()feature. I made it return the list of colors in the order they will be plotted, so I can display them and know what color is next. I also messed up once here (therefore the offset in the gold/blue): I pressed plot instead of resume, which started plotting on top of a previous design
. I will try to add a warning to orx-axidraw so this doesn’t happen again.





