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OpenGL Tessellate a quad

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i would like tessellate a quad containing several points (2D + coordinates known).
Geometry can be of any shape (triangle, Quads), but must not be degenerate ...
In other words/pictures, here is my quad with points:
And i would like have that:
The purpose of this operation is to benefit of the OpenGL color interpolation. In this case, each points is a color.
So, if you have ideas, one algo or even c++ code, i'm taker.
Edited by Blackhart

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Look up Delaunay triangulation. The link itself is not very rich in information to actually implement it, but you can start to search from there. Just add the four corners of your quad to the list of interior points and triangulate. The bounding quad itself is not relevant to the triangulation but is just an additional constraint on your part in this case.

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