Once you’ve implemented the Lorenzetto et al. algorithm for polygon tessellation, it’s pretty clear it’s the best one. It’s similar to the GLU tessellator, but it’s *so* much simpler. When floating point error is your nemesis, simpler is usually better.
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Another thing I love about this algorithm is that it’s easily extensible to handle curves, self-intersections, duplicated vertices, etc, because it’s so simple. Other techniques usually explode in complexity when you have to handle that stuff.
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Wait, is this the algorithm you used in pathfinder's partitioner? A few weeks back I got curious how it worked, so I read through http://partitioner.rs trying to figure that out. I didn't get a full understanding, but it seems really similar to what this paper is describing.
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Sure is.
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