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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