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Do you have edge connectivity? If so pick an edge you know to be on the boundary and add to your list. Working in a consistent winding order (clockwise or counter clockwise) pick a vertex of that esge. Look at all neighbouring edges that share that vertex. If an edge is on the boundary travel down it and add to your list. Rinse and repeat. Eventually you ...


The logic is simple: your contour is the set of all the edges that separate border tiles from non-border tiles. You can code the following: for each boundary tile for each edge if edge is shared with a hex tile that is NOT in the boundary tile list mark as contour edge render all contour edges Note that if you want the contour to ...

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