Texture mapping algorithms use mesh parameterization meth-ods to find an optimal map for the vertices of a 3D model in texture space. These techniques vary in the properties they try to optimize such as stretch and skewness of the texture when mapped onto the surface. While most of them do well in terms of quality, they tend to be computationally intensive for large mesh models, which limits their use in in-teractive applications. We propose a greedy alternative that is significantly faster than current algorithms and achieves comparable quality. We use a priority queue to store poly-gons and use tangential vectors to guide the texture over the surface. Our algorithm is simple to implement and can tex-ture over a million polygons per second...