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Since the number of tiles more than doubles each iteration, each triangle being split into 2 or 3, the result is often more than twice as large as needed.
The text was updated successfully, but these errors were encountered:
The fill algorithm could be more efficient / elegant if it has "leftover" rhombs to work with, instead of having to run additional passes of generateTriangles().
That elegance would be offset by the bookkeeping for keeping track of a graph of neighboring rhombs where some are included and others are leftovers, but it's worth doing somewhat right. (No need to get into metagraphs here. 😉)
Since the number of tiles more than doubles each iteration, each triangle being split into 2 or 3, the result is often more than twice as large as needed.
The text was updated successfully, but these errors were encountered: