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Bug in Triangulator.DetermineWindingOrder()

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While using the Triangulator to render straight SVG paths, I found a bug in Triangulator.DetermineWindingOrder(). Sometimes it returns the wrong winding order leading to incorrectly triangulated shapes.
 
I joined the fixed method using scalar cross product to compute the signed area of the shape, which seems to fix the problem. This was based on the post found there: http://www.gamedev.net/community/forums/ViewReply.asp?id=2843741.

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