//double min = (tile.avgedge/tile.numedges)*(1+(4/(double)verts));
//if (verts>0 && tile.es.peek().length() < min) return;
PriorityQueue<Mesh.E> es = new PriorityQueue<Mesh.E>();
//double min = (tile.avgedge/tile.numedges)*(1+(4/(double)verts));
//if (verts>0 && tile.es.peek().length() < min) return;
PriorityQueue<Mesh.E> es = new PriorityQueue<Mesh.E>();