6d7954e167
A touches edge B, but does not share a vertex with edge B, then that's an intersection. Adjust the ear clipping so that it generates strip-like triangulations, not fan-like. And rearrange deck chairs on the bridge-finding code, which is still pathetically slow. It may not be possible to get reasonable performance without kd tree type acceleration. [git-p4: depot-paths = "//depot/solvespace/": change = 1901] |
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ratpoly.cpp | ||
surface.h | ||
triangulate.cpp |