//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>();
- for(Mesh.E e : tile.es) es.add(e);
+ for(Mesh.E e : tile.edges()) es.add(e);
for(int i=0; i<10; i++) {
Mesh.E e = es.poll();
verts++;