
Hello and thank you very much for this awesome implementation.
I'm successfully using Triangle.NET 3.0 in Unity, but I guess I'm missing something. I need to create a concave polygon by knowing only the ordered list of contour vertices.
Currently I add the vertices (points) into an InputGeometry, then I generate a Mesh from the InputGeometry using the Triangulate function. The mesh gets created, but obviously it's convex.
Hope you can help me with this question. Thanks a lot! :)



You also need to add the corresponding segments (using inputGeometry.AddSegment(...) ), see
InputGeometry docs.
You should consider using the latest source code (unreleased beta 4).



Thanks for your reply. Sorry for taking this long but I haven't yet had the chance to get back working on that particular project.
To better explain what I am trying to achieve, take a look at these two images. This is my current situation, where I generated a simple road network using some custom scripts and road data. There are a lot of overlapping triangles, but the overall road outline
looks decent for my purpose.
My plan is to add all the road borders to Triangle.NET, and let it generate a mesh similar to the one in this picture (I approximated some polygons while editing the image, sorry):
How much of this is doable using Triangle.NET only? Thanks again for your time. :)

