Triangulate Them Polygons!

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Sweenie, if I was doing something like creating an outline of an object with extracted edge vertex points to create planes with, I would do something like this:

Since an edge point of triangle should connect to another edge point of the adjacent triangle I would take the first extracted edge and compare it's edge points with the second extracted edge points. Then store them in a clockwise order in a list. Then take the second triangle edge points and compare them to the third triangle edge points and store the new points in the last of the list to keep them in clockwise order. And so on... basically in a syncronise order. Ofcoarse, this idea is working on the idea where you pick the triangles that have the needed edges in a clockwise order in the first place.

If you can do above, then you can easily use a triangulation method against those new points like with what I did for my triangulation toy program. Hopefully, Fredborg will have a nice easy plugable triangulation code here soon if you need that or you can roll your own.

Hope that may spark an idea or two for ya...