What is the difference between the polygons you want and the FLEs? Aren't FLEs the superset? They are handled as you describe - tesselated in the renderer into triangles - even the OpenGL renderer. In fact, its this tesselation that produces the topology error you mention - tessellating arbitrary loops in floating-point space is *hard*. If there are cases that result in the topology error message, maybe we should just fix it (in _newtri.c). BTW, there is an environment variable to set (DX_NESTED_LOOPS) that supports greater flexibility in the supported topology at the cost of a less efficient algorithm.
Greg
