So, after reading through your LD entry and the opengl red book, I almost have this working 
 
I use poly2tri to carry out the Delaunay triangulation, and I have the following
Code: Select all
// three points and an associated box2d body
struct myTriangle {
    b2Body* m_body;
    b2Vec2 m_points[3];
};
... lots of vertex/chain shape/poly2tri code cut out here ...
    while(window.isOpen())
    {
        m_world->Step(1/60.0f, 8, 3);
        window.clear();
        glColor3f(1,1,1);
        glEnable(GL_TEXTURE_2D);
        glEnableClientState(GL_VERTEX_ARRAY);
        sf::Texture::bind(&earthImage);
        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        for (size_t i = 0; i < earthTriangles.size(); i++) {
                myTriangle& tri = earthTriangles[i];
                glVertexPointer(2, GL_FLOAT, 0, tri.m_points);
                glDrawArrays(GL_TRIANGLES, 0, 3);
        }
        sf::Texture::bind(NULL);
        window.display();
        glDisableClientState(GL_VERTEX_ARRAY);
        glDisable(GL_TEXTURE_2D);
    }
The problem I have here is that the polygon is filled, but only with the pixel at 0,0 of my texture, so instead of seeing my silly smiling face, I have a solid color.
I think it's something to do with setting texture coordinates, but I haven't quite understood that yet.
I know this is very far off topic, but I really do appreciate your help. (and put some higher amounts in your donate paypal form!)