This adds a new mode, `UPDATE_SNAPSHOTS=force`, which will lower the
threshold to zero, overwriting every image that is not _exactly_ the
same.
Most comparisons has a threshold because different GPUs render slightly
differently. However, setting that threshold accurately can be hard.
Sometimes a test will pass locally, but fail on CI. In those cases you
want to force an update of the failing test. You can use
`UPDATE_SNAPSHOTS=force` for that.
And sometimes a small change _should_ update all images, but the change
is so tiny that it falls under the threshold. Still, you want to make a
point of showing that these images have changes. You can use
`UPDATE_SNAPSHOTS=force` for that.
## Defining what `Rounding` is
This PR defines what `Rounding` means: it is the corner radius of
underlying `RectShape` rectangle. If you use `StrokeKind::Inside`, this
means the rounding is of the outer part of the stroke. Conversely, if
you use `StrokeKind::Outside`, the stroke is outside the rounded
rectangle, so the stroke has an inner radius or `rounding`, and an outer
radius that is larger by `stroke.width`.
This definitions is the same as Figma uses.
## Improving general shape rendering
The rendering of filled shapes (rectangles, circles, paths, bezier) has
been rewritten. Instead of first painting the fill with the stroke on
top, we now paint them as one single mesh with shared vertices at the
border. This has several benefits:
* Less work (faster and with fewer vertices produced)
* No overdraw (nicer rendering of translucent shapes)
* Correct blending of stroke and fill
The logic for rendering thin strokes has also been improved, so that the
width of a stroke of `StrokeKind::Outside` never affects the filled area
(this used to be wrong for thin strokes).
## Improving of rectangle rendering
Rectangles also has specific improvements in how thin rectangles are
painted.
The handling of "Blur width" is also a lot better, and now works for
rectangles with strokes.
There also used to be bugs with specific combinations of corner radius
and stroke width, that are now fixed.
## But why?
With the new `egui::Scene` we end up with a lot of zoomed out shapes,
with sub-pixel strokes. These need to look good! One thing led to
another, and then I became obsessive 😅
## Tessellation Test
In order to investigate the rendering, I created a Tessellation Test in
the `egui_demo_lib`.
[Try it
here](https://egui-pr-preview.github.io/pr/5669-emilkimprove-tessellator)


This is a breaking change, requiring users to think about wether the
stroke is inside/centered/outside the rect.
When in doubt, add `egui::StrokeKind::Inside` to the function call.