
I understand the latest release renames VoronoiMesh.Cells to Vertices, but how do I get the cells so that I can render a solid (random) color percell, like you do pertriangle?



There is currently no data structure for the voronoi cell (that's why I renamed it to vertices). Your best bet is to extend the DelaunayAndVoronoiWPF example and create polygons from the "voronoi edges" computed in the function btnFindVoronoi_Click.
The best way to do this would probably be to find all adjacent triangles to a vertex, sort their circumcenters in clockwise (or counter clockwise) order and then reconstruct the polygon as edges between consecutive vertices.



I did some extensions based on the MIConvexHull library that include the ability to retrieve polygons from the mesh points
with arbitrary boundary points. ( actually it works only for 2D )
There is an example here
https://github.com/devel0/SearchAThing.Sci.Examples#mesh2dvoronoiconvexhull
Would nice if the MIConvexHull project here on CodePlex can migrated to Git version, I know this is possible from SVN simply asking at codeplex maintainers but may that feature is available from Mercurial to Git too.

