   How to "triangulate" a random shape?
  I've got this "Random fish generator" which is in it's infancy:The basic shapes are created using B-spline curves; currently one for the body and one for the tailfin.I would like to turn the tailfin area into polygons so that they can be rendered and move around in 3D. Right now, it's just a simple polyline. The problem is that i have no clue how to do this, since the shape can be randomly generated. I need to find an algorithm that can block out the area into triangles. Hopefully one of you knows more about the subject than i do.Any help or direction would be appreciated. Thanks!   
  http://en.wikipedia.org/wiki/Delaunay_triangulationCheck this out and see if it helps.   ;  I recently solved a similar problem using a technique called ear clipping. Might be wortha look also.http://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdfOnce you get the idea you can google it and find a simple implementation that will probably be a bit more descriptive.   ;  Both of those were helpful. thank you! Rating++.I'm still open to more though, in case there are other methods.   ;  I recently used a technique basically the same as ear clipping (i didnt know it had a name at the time!) to make a fill tool in a commercial game.The idea is basically the same, there was a bunch of lines and it got filled in with triangles.That technique worked pretty well (:   ;  I see it as 3 steps1) interpolate the splines given a resolution, to produce non parametric paths2) do boolean polygon operation (eg the green poly gets subtracted from the blue)3) triangulate the result polyFor boolean polygon operations gpc is the best known - very robust but a bit slow if the geometry is complex (eg dense map geometry). It can also spit out triangle strips for the result poly if a basic triangulation is all that is needed.   ;  See for example:  this page.   