added render modes, dropped LineArt in favor of a simpler technique for getting depth edges
getting closer to chopping off non-corner vertices, but haven't settled on the right definition of a 'corner' yet
working corner selection
merging nearby vertices for properly calculating corner-y vertices
separate mesh, merged, corners
testing rendering modes, still working on picking better calibration points
fixed memory corruption caused by std::sort of NaN by adding checks and double-checks
more calibration ui
scaffolding for mapamok calibration
remove points from selection
wireframe render test
more work
outline shader