Posts: 811
Threads: 80
Joined: Oct 2011
Staff roles: Coding Dev
Something I'd like to add is that it's best to avoid long thin triangles (or really triangles that are tiny in any dimension), GPUs hate them. It also messes with the per-vertex lighting in FL a bit, and it's better to have a couple extra triangles than long, thin ones.
There's a couple that shouldn't be too hard to clean up but overall this second one is much improved quality wise.