Not familiar with triangularization algorithms but is it causing issues when it picks long and narrow triangles? I assume a human doing it would in general try to go for more "balanced" ones?
Having more balanced triangles in this case would only increase the number of vertices. Which means you need more memory on the GPU and the vertex pipeline has more work to do.
Because the polygons are quite small, there's also no culling advantage by having smaller triangles, being able to discard them early in the rendering process.
It depends on the use case.
Having more balanced triangles in this case would only increase the number of vertices. Which means you need more memory on the GPU and the vertex pipeline has more work to do.
Because the polygons are quite small, there's also no culling advantage by having smaller triangles, being able to discard them early in the rendering process.