Hello Everyone, so i ran into a bit of a problem, after making a “simple” script to Triangulate a polygon using Delaunay Triangulation and using the method EgoMoose graciously provided to make a 2D triangle Here, The polygon generated sometimes would have some weird artifacts:

See Those lines showing, where the border of the triangles are, those are the artifacts i am talking about and i don’t want them to happen. The triangles shouldn’t have borders at all, the are completely white triangles btw. I’ve heard that this can be partly due to how images are processed in roblox or even opengl(dont know much on that one). I’ve also heard this could be due to floating point errors.

## Code To make a 2D triangle

```
-----Script from Ego Moose's Tutorial
local extra = 2;
local img = Instance.new("ImageLabel");
img.BackgroundTransparency = 1;
img.BorderSizePixel = 0;
function dotv2(a, b)
return a.x * b.x + a.y * b.y;
end;
function rotateV2(vec, angle)
local x = vec.x * math.cos(angle) + vec.y * math.sin(angle);
local y = -vec.x * math.sin(angle) + vec.y * math.cos(angle);
return Vector2.new(x, y);
end;
function drawTriangle(a, b, c, parent)
local edges = {
{longest = (c - b), other = (a - b), position = b};
{longest = (a - c), other = (b - c), position = c};
{longest = (b - a), other = (c - a), position = a};
};
table.sort(edges, function(a, b) return a.longest.magnitude > b.longest.magnitude end);
local edge = edges[1];
edge.angle = math.acos(dotv2(edge.longest.unit, edge.other.unit));
edge.x = edge.other.magnitude * math.cos(edge.angle);
edge.y = edge.other.magnitude * math.sin(edge.angle);
local r = edge.longest.unit * edge.x - edge.other;
local rotation = math.atan2(r.y, r.x) - math.pi/2;
local tp = -edge.other;
local tx = (edge.longest.unit * edge.x) - edge.other;
local nz = tp.x * tx.y - tp.y * tx.x;
local tlc1 = edge.position + edge.other ;
local tlc2 = nz > 0 and edge.position + edge.longest - tx or edge.position - tx;
local tasize = Vector2.new((tlc1 - tlc2).magnitude, edge.y);
local tbsize = Vector2.new(edge.longest.magnitude - tasize.x, edge.y);
local center1 = nz <= 0 and edge.position + ((edge.longest + edge.other)/2) or (edge.position + edge.other/2);
local center2 = nz > 0 and edge.position + ((edge.longest + edge.other)/2) or (edge.position + edge.other/2);
tlc1 = center1 + rotateV2(tlc1 - center1, rotation);
tlc2 = center2 + rotateV2(tlc2 - center2, rotation);
local ta = img:Clone();
local tb = img:Clone();
ta.Image = "rbxassetid://319692171";
tb.Image = "rbxassetid://319692151";
ta.Position = UDim2.new(0, tlc1.x , 0, tlc1.y);
tb.Position = UDim2.new(0, tlc2.x , 0, tlc2.y);
ta.Size = UDim2.new(0, tbsize.x + extra, 0, tbsize.y + extra);
tb.Size = UDim2.new(0, tasize.x + extra, 0, tasize.y + extra);
ta.Rotation = math.deg(rotation);
tb.Rotation = ta.Rotation;
ta.Parent = parent;
tb.Parent = parent;
end
```

Does anyone know why this can occur or ways to fix it or better methods of generating 2D triangles for polygons in roblox so they don’t have borders or anything like that?

any help or comments are welcome!

You can always ask for clarification if i didn’t explain something!