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.