One option is to use QPainterPath::toSubpathPolygons(), but the implemented subdivision is tailored for rendering to screen, what means it terminates for a "flatness" value of 0.5 ( going deeper doesn't make sense, when everything is rounded to 1 pixel later ).
If you need something more flexible you could have a look at https://sourceforge.net/p/qwt/code/H...qwt_spline.cpp. QwtSplineBezier::toPolygon() offers an implementation depending on a flatness parameter, one you can set on application side. The implementation is based on "Piecewise Linear Approximation of Bézier Curves" by Roger Willcocks ( http://www.rops.org ).
Uwe
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