Press flag, drag endpoints, and press R on your keyboard to see a comparison run between custom blocks of a "typical" triangular rendering function and an incenter-based triangular rendering function See inside for code if using any of the blocks for personal purposes, turn on run without screen refresh in the custom blocks
In comparison, the typical triangular rendering function has much faster speeds and uses much less code. In theory, you could achieve a third of the time for the incenter-based renderer by creating clones and having each one draw one leg of the triangle, but the computational demand gets higher + the actual time saved is not that much. Using similar logic, the typical renderer could easily achieve half the time by having two clones start from either edge—however, this time there is no limit of three and we can actually subdivide the triangle basically an infinite amount of times to decrease the time. While not implemented here, the method could theoretically save even more time as well if it chose to draw to the shortest side of the triangle, minimizing the amount of steps. I predict that the superiority of the default method comes both for its simplicity and the less amount of steps it takes. The default methods chooses an arbitrary side, and repeats a simple process the same amount of times as the length of that side in pixels. In comparison, the incenter-based renderer repeats a much more complicated process for the same amount of times as the total length of the three lines (angle bisectors!) that connect the vertices with the incenter. Since the definition of a triangle requires that one side can never be longer than two sides that make it up, and the angle bisector lines themselves form 3 smaller triangles within the larger triangle, the total length of the angle bisector lines is longer than each individual side of the triangle, meaning the process has to go through more steps. It seems that any way we approach it, the typical triangular rendering method is superior to the incenter one I created. Nonetheless, this was a fun hour-long project and I was finally able to put some of that 7th grade geometry to somewhat good use. Disclaimer: I have almost no knowledge about proper computer graphics or programming, and my terminology for these "renderers" may also be incorrect. Also, my reasoning for why the default method performs better than the incenter method is based purely on my knowledge of how Scratch works, and may not be applicable to other, more versatile programming languages. After looking at some youtube videos, it seems like there do exist faster, more efficient incircle-based triangle renderers, but they work through a different mechanism