double w1[] = invTransformPoint (p1[0], p1[1]);
double w2[] = invTransformPoint (p2[0], p2[1]);
// make the vector normal to the wedge axis
Vector2d normal =
new Vector2d(w1[1] - w2[1], w2[0] - w1[0]);
normal.normalize();
normal.scale(rendererModel.getWedgeWidth() / rendererModel.getScale());
// make the triangle corners
Point2d vertexA = new Point2d(w1[0], w1[1]);
Point2d vertexB = new Point2d(w2[0], w2[1]);