Good, just to earmark this task to fix Graph's triangulation issues
with current 'Constrained Delaunay' method.
Earlier I started my dive and fixed a few issues
like proper determination of winding rule using the full area etc.
There might be still an issue in this regard within the CD implementation
where it only uses the triangle's 3 points.
Regardless, dumping found resources I started to read.
I shall pick this up after resolving most of the 2.5.0 issues (HighDPI, ..).
OpenGL Tessellationhttps://songho.ca/opengl/gl_tessellation.htmlDelaunayhttps://en.wikipedia.org/wiki/Constrained_Delaunay_triangulationhttps://en.wikipedia.org/wiki/Delaunay_refinementhttps://resources.system-analysis.cadence.com/blog/msa2022-working-computing-constrained-delaunay-triangulationshttps://www.cs.cmu.edu/~quake/triangle.quality.htmlhttps://www.sciencedirect.com/science/article/abs/pii/004579499390239A....