Comment by dan00

7 hours ago

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.

You don't need to increase the number of vertices to get more balanced triangles. None of the methods in the article add vertices, but the Delaunay triangulation is better than the others at creating balanced triangles. It's just also the slowest, so there's a tradeoff between triangle quality and speed.

Triangles that repeatedly cover the same pixel are a performance issue also. Super thin strips are not great for performance and more than offset the memory cost.