Ah sorry I wasn't specific; I meant while drawing using triangle strip and parts of it overlap how does that draw a shape?
Triangle strips are pretty much just, well, triangles, so if there's parts overlapped, it's actually just triangles overlapped, like how other shapes overlap, how it's handled will have to depend on your game.
In Box2D, if you set it as a static body, there should be no problems with overlapping shape (since static shapes won't collide with each other).
And I'm a bit confused about the triangle strip/triangulation thing. When drawing with triangle strip doesn't it break everything into triangles anyway (or that's what it looks like)? Aren't triangle strips just connected triangles? I can eventually outline my sprite using the triangle strip if I do it just right but it takes a while. Maybe it's just wishful thinking but I think there should be a way to split it up into a strip since everything still does share vertices. Or maybe have everything share a body and have the shapes grouped?
Well, the difference between triangulation and triangle strips here is, in triangulation, you break them into many triangles, 3 triangles mean 3 shapes, however, triangle strip is considered a single shape, since it's basically just a list of points which are "converted" into triangles when being drawn (in SolidShaper).
After loading triangle strips, what you get is a list of points, then, you can decide to convert it into a list of triangles to be added to Box2D as shapes, or if you're just drawing it, you can just convert them in your draw functions.
However, if it's a triangulated polygon, it will be loaded as a list of triangles instead, the original information of it being from the same shape is lost the moment you triangulate it.
Also, once you triangulate a polygon, the triangles no longer share any vertices, since they are already separate shapes. Meaning that, triangulation is an irreversible process, even if I introduce a grouping system, and you can move the triangulated polygon, they will still not share any vertices.