Personally I just tetrahedralize the mesh offline (using tetgen, GPL is meaningless when it's offline) and then use a volume based query similar to that described in Rendering wounds in L4D2 based on the tet centroids. Find a planar projection for the surviving interior tet faces and use that for coordinates. Everything gets partitioned into shared vertex/index buffers for reference and the final buffers are mixed... Source: over 2 years ago
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