/// <summary>
        /// Triangulates a 2D polygon produced the indexes required to render the points as a triangle list.
        /// </summary>
        /// <param name="inputVertices">The polygon vertices in counter-clockwise winding order.</param>
        /// <param name="desiredWindingOrder">The desired output winding order.</param>
        /// <param name="outputVertices">The resulting vertices that include any reversals of winding order and holes.</param>
        /// <param name="indices">The resulting indices for rendering the shape as a triangle list.</param>
        public static void Triangulate(
			Vector2[] inputVertices,
			WindingOrder desiredWindingOrder,
			out Vector2[] outputVertices,
			out int[] indices)
        {
            List<Triangle> triangles = new List<Triangle>();

            //make sure we have our vertices wound properly
            if (DetermineWindingOrder(inputVertices) == WindingOrder.Clockwise)
                outputVertices = ReverseWindingOrder(inputVertices);
            else
                outputVertices = (Vector2[])inputVertices.Clone();

            //clear all of the lists
            polygonVertices.Clear();
            earVertices.Clear();
            convexVertices.Clear();
            reflexVertices.Clear();

            //generate the cyclical list of vertices in the polygon
            for (int i = 0; i < outputVertices.Length; i++)
                polygonVertices.AddLast(new Vertex(outputVertices[i], i));

            //categorize all of the vertices as convex, reflex, and ear
            FindConvexAndReflexVertices();
            FindEarVertices();

            //clip all the ear vertices
            while (polygonVertices.Count > 3 && earVertices.Count > 0)
                ClipNextEar(triangles);

            //if there are still three points, use that for the last triangle
            if (polygonVertices.Count == 3)
                triangles.Add(new Triangle(
                    polygonVertices[0].Value,
                    polygonVertices[1].Value,
                    polygonVertices[2].Value));

            //add all of the triangle indices to the output array
            indices = new int[triangles.Count * 3];

            //move the if statement out of the loop to prevent all the
            //redundant comparisons
            if (desiredWindingOrder == WindingOrder.CounterClockwise)
            {
                for (int i = 0; i < triangles.Count; i++)
                {
                    indices[(i * 3)] = triangles[i].A.Index;
                    indices[(i * 3) + 1] = triangles[i].B.Index;
                    indices[(i * 3) + 2] = triangles[i].C.Index;
                }
            }
            else
            {
                for (int i = 0; i < triangles.Count; i++)
                {
                    indices[(i * 3)] = triangles[i].C.Index;
                    indices[(i * 3) + 1] = triangles[i].B.Index;
                    indices[(i * 3) + 2] = triangles[i].A.Index;
                }
            }
        }