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Home/ Questions/Q 4112020
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Editorial Team
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Editorial Team
Asked: May 20, 20262026-05-20T22:08:27+00:00 2026-05-20T22:08:27+00:00

I’m finishing up a drawing application that uses OpenGL ES 2.0 (WebGL) and JS.

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I’m finishing up a drawing application that uses OpenGL ES 2.0 (WebGL) and JS. Things work pretty well unless I draw with very quick movements. See the image below:

Faceted loop

This loop was drawn with a smooth motion, but because JS was only able to get mouse readings at specific locations, the result is faceted. This happens to a certain degree in Photoshop if you have mouse smoothing turned off, though obviously much less because PS has the ability to poll at a much higher rate.

So, I would like to implement some mouse smoothing, but I’m concerned about making sure it’s very efficient so that it doesn’t bog down the actual pixel drawing operations. I was originally thinking about using the mouse locations that JS is able to grab to generate splines and interpolate between readings to give a smoother result. I’m not sure if this is the best approach, though. If it is, how do I make sure I sample the correct locations on the intermediate spline? Most of the spline equations I’ve found don’t have uniformly-distributed values for t = [0, 1].

Any help/guidance/advice would be very appreciated. Thanks!

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  1. Editorial Team
    Editorial Team
    2026-05-20T22:08:28+00:00Added an answer on May 20, 2026 at 10:08 pm

    Catmull-Rom might be a good one to try, if you haven’t already.

    http://www.mvps.org/directx/articles/catmull/

    I’d pick a minimum segment length and divide up segments that are over that into 1+segmentLength/minSegmentLength sub-segments.

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