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I was hoping to use earcut to replace the glu tessellation functions in OpenGL, but I get different results in some cases. For example, suppose you have 3 non-intersecting nested contours, a square inside a square inside a square. I was expecting to get triangles between the outermost and middle square, and inside the innermost square, but got something else. Can any adjustment be made, or is it just the wrong algorithm to do what I want?