made triangulator produce less nice triangulations for speed. hopefully I've not relaxed the angle requirements too much. I realized that, at least for tesselating ngons it doesn't help uch to have pretty triangulations, you'll still have all the interpolation problems and whatnot.
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@@ -330,6 +330,13 @@ int winding(float *a, float *b, float *c)
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int linecrosses(float *v1, float *v2, float *v3, float *v4)
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{
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int w1, w2, w3, w4, w5;
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/*w1 = winding(v1, v3, v4);
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w2 = winding(v2, v3, v4);
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w3 = winding(v3, v1, v2);
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w4 = winding(v4, v1, v2);
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return (w1 == w2) && (w3 == w4);*/
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w1 = winding(v1, v3, v2);
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w2 = winding(v2, v4, v1);
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@@ -422,6 +429,8 @@ static BMLoop *find_ear(BMFace *f, float (*verts)[3], int nvert, float *outv)
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bestear = l;
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bestangle = ABS(40.0f-angle);
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}
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if (angle > 10 && angle < 140) break;
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}
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l = (BMLoop*)(l->head.next);
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}
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