zoom wrote:Nice I'll give this a spin. As for the self-intersecting I was thinking about these test cases, so I could verify that it was valid polygons I chucked at the triangulator.
For my particular use case I can probably throw a few close-to-zero-area triangles at OpenGL, it most probably wont affect the performance or the rendering much.
Yeah, no reason to really remove them unless you find a reason to.
zoom wrote:Edit: My test cases failed in earclipping this time, might be a valid exception, I'll check it out in a day or so
All the test cases you've posted here have been valid (the one with 900 or so vertices does not work however)
zoom wrote:are you sure about the double negatives in the text? "A polygon cannot not have coincident vertices."
Ok, that one actually made me laugh... Yeah that's a typo. I'll clean that up as well.