Solved!

Thank you both - As I mentioned in my last (double) post and as David 
illustrated, I was on the right track to my solution:  In fact I had failed to 
realise there was a DelauneyTransform class and was trying to use the 
DelaunayConstraint class with no luck.

That said, I lifted David's code straight into my code ..... and it worked!

... I now realise in in my naivity that triangulating such a vast (as I may 
receive in my application) vertex array is *very* slow ... time to try to 
influence the way the numbers are delivered to me.

Thank you

Simon

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