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Implement polygon filter into backend
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**General Question**
I have three vertexes: `vertex1`, `vertex2`, `vertex3` and some edges:
- `edge1` (loop): vertex1 -> vertex1
- `edge2`: vertex2 -> vertex1
- `edge3`: vertex3 -> vertex1
- …
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* **I'm submitting a ...**
- [X] bug report
- [ ] feature request
* **What is the current behavior?**
I have a triangle from a STL with 3 points aligned and it is not delete by remove_dege…
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```
This line reads:
ClosestPointOnTriangleToPoint(ref sphere.Center, ref vertex1, ref vertex2, ref
vertex3, out point);
should instead read:
ClosestPointOnTriangleToPoint(ref vertex1, ref vertex2…
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```
This line reads:
ClosestPointOnTriangleToPoint(ref sphere.Center, ref vertex1, ref vertex2, ref
vertex3, out point);
should instead read:
ClosestPointOnTriangleToPoint(ref vertex1, ref vertex2…
-
```
This line reads:
ClosestPointOnTriangleToPoint(ref sphere.Center, ref vertex1, ref vertex2, ref
vertex3, out point);
should instead read:
ClosestPointOnTriangleToPoint(ref vertex1, ref vertex2…
-
```
This line reads:
ClosestPointOnTriangleToPoint(ref sphere.Center, ref vertex1, ref vertex2, ref
vertex3, out point);
should instead read:
ClosestPointOnTriangleToPoint(ref vertex1, ref vertex2…
-
```
This line reads:
ClosestPointOnTriangleToPoint(ref sphere.Center, ref vertex1, ref vertex2, ref
vertex3, out point);
should instead read:
ClosestPointOnTriangleToPoint(ref vertex1, ref vertex2…
-
```
This line reads:
ClosestPointOnTriangleToPoint(ref sphere.Center, ref vertex1, ref vertex2, ref
vertex3, out point);
should instead read:
ClosestPointOnTriangleToPoint(ref vertex1, ref vertex2…
-
```
This line reads:
ClosestPointOnTriangleToPoint(ref sphere.Center, ref vertex1, ref vertex2, ref
vertex3, out point);
should instead read:
ClosestPointOnTriangleToPoint(ref vertex1, ref vertex2…