Occasionally with the right orientation, degenerate triangles will appear as
they are no longer zero-area triangles which OGL can cull during rendering. The
issue comes from having to manually ensure each primitive in the rendering
pipeline sent to the render groups were correctly marked with degenerate
vertexes.
Instead, we can now just pass the vertex points straight through, using
a begin() and end() structure which will append the start and ending degenerate
vertexes for us.
Asteroids move and are a part of the entity sytem. Added some debug markers for
memory usage and fixed a bug in logic causing degenerate triangles to show up
depending on the angle of approach towards the origin.
Switch to something of smaller scope in aim to be able to finish a project from
start to finish. Also allow refreshed eyes to review the existing API and see
what can be improved on after taking a short break from the project.