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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Damn, if only I'd waited a few weeks longer. Then it'd have been a lot easier. Anyway, thanks for your answer!
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Oh, could I ask you another question about pathfinder? I've been thinking about using it for one of my projects, but I couldn't find much info on which shaders to use when (I think the mcaa shaders are ones I might want?), and how exactly to get the meshpack data to the GPU.
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