I’m trying to use tesselation functions to compute triangulation of polygon. Tesselation splits polygon into triangles, but sometimes produces “bad” triangles (tree points lying in the same line). Is there any possibility to force tesselator not to produce such invalid triangulations?
I don’t know exactly if it is possible to avoid near-degenerate triangles produced by the GLU tesselator, but probably the answer is no, since I think there is no way to specify some triangle quality tolerances. For general rendering the output quality should be OK, however if you want to get some high-qual. tesselation, better look elsewhere - for example: