Yeah - having a more informative solution output than just the point lists would be a very useful feature! There are so many use-cases where it is necessary to know which shapes were involved in a clipping result. For example - calculating the length of an intersection line, highlighting or coloring them, skipping a triangulation process because the shape in question wasn’t even cut – just to name a few! In the ClipperLib2 the PolyTree with PolyNodes has been replaced by PolyPath – could that be...
Oh splendid - - I'd really like to look into that code, too. I'm also coding with c# (in Unity) ... so maybe Phil - if you have ported the sources already, I would be very grateful if you could share them with me ... I'm trying to implement a triangulation by myself for some time now... unfortunately without significant success I thought that I could just extend the existing method IntersectEdges(TEdge e1, TEdge e2, IntPoint pt) add a trapezoid consisting of these edges and the scanbeam.y to a list...