Original Post
I'm currently looking for triangulator implementations, and a few look fairly promising.
How does the OpenGL Standard Implementation (by SGI) tessellator implementation compare in performance to, say, the "Fast Polygon Triangulation based on Seidel's Algorithm?" (http://www.cs.unc.edu/~dm/CODE/GEM/chapter.html) Does it lose much in performance what it gains in robustness?
The former has the advantage of a very permissive license, I'm just concerned about how much I would lose by going with it if I'm not depending on managing a lot of obscure cases.
Thanks in advance.
How does the OpenGL Standard Implementation (by SGI) tessellator implementation compare in performance to, say, the "Fast Polygon Triangulation based on Seidel's Algorithm?" (http://www.cs.unc.edu/~dm/CODE/GEM/chapter.html) Does it lose much in performance what it gains in robustness?
The former has the advantage of a very permissive license, I'm just concerned about how much I would lose by going with it if I'm not depending on managing a lot of obscure cases.
Thanks in advance.
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