code: public static void updateTextureCoordinates( Mesh mesh, 
                                                   List<DelaunayTriangle> triangles, 
                                                   double scale, 
                                                   double angle )
      {
          TriangulationPoint vertex;
          FloatBuffer tcBuf;
          float width,maxX,minX,maxY,minY,x,y,xn,yn;
  
          maxX = Float.NEGATIVE_INFINITY;
          minX = Float.POSITIVE_INFINITY;
          maxY = Float.NEGATIVE_INFINITY;
          minY = Float.POSITIVE_INFINITY;
          
          for( DelaunayTriangle t : triangles )
          {
              for( int i=0; i<3; i++ )
              {
                  vertex = t.points[i];
                  x = vertex.getXf();
                  y = vertex.getYf();
                  
                  maxX = x > maxX ? x : maxX; 
                  minX = x < minX ? x : minX; 
                  maxY = y > maxY ? y : maxY; 
                  minY = y < minY ? x : minY; 
              }
          }
          
          width = maxX-minX > maxY-minY ? maxX-minX : maxY-minY;
          width *= scale;
          
          tcBuf = prepareTextureCoordinateBuffer(mesh,0,2*3*triangles.size());
          tcBuf.rewind();
          
          for( DelaunayTriangle t : triangles )
          {
              for( int i=0; i<3; i++ )
              {
                  vertex = t.points[i];
                  x = vertex.getXf()-(maxX-minX)/2;
                  y = vertex.getYf()-(maxY-minY)/2;
  
                  xn = (float)(x*Math.cos(angle)-y*Math.sin(angle));
                  yn = (float)(y*Math.cos(angle)+x*Math.sin(angle));
                  tcBuf.put( xn/width );
                  tcBuf.put( yn/width );
              }
          }
      }
docs: For now very primitive!
  
  Assumes a single texture and that the triangles form a xy-monotone surface
  <p>
  A continuous surface S in R3 is called xy-monotone, if every line parallel
  to the z-axis intersects it at a single point at most.
  
  @param mesh
  @param scale