zero-area triangles, apparently. And make the number of line
segments used to approximate a triangle depend on its scale on
screen.
[git-p4: depot-paths = "//depot/solvespace/": change = 1738]
while building it. That may improve performance, by building a more
balanced tree and actually reducing splitting. Not dramatic
improvements, though; half the triangles for some parts, but no
change or slightly worse for others.
[git-p4: depot-paths = "//depot/solvespace/": change = 1737]
set of coplanar faces. The polygon count still gets stupid fast;
I'm thinking I can fix that by adding some extra test planes at the
top of the 3d BSP, to quickly cull out stuff that doesn't intersect
us.
[git-p4: depot-paths = "//depot/solvespace/": change = 1736]
a triangle mesh in a BSP. That works, although it splits too often,
the initial triangulations are not good quality, and coplanar faces
are not yet handled. I'll do the coplanar thing tomorrow.
[git-p4: depot-paths = "//depot/solvespace/": change = 1735]