RorrKonn opened this issue on Aug 01, 2014 ยท 112 posts
shvrdavid posted Sat, 02 August 2014 at 7:26 PM
Quote - Quad meshes are also useable, just not standard.
This depends on the target platform, and saying it is not standard is odd.
You should use a quad based mesh if you plan on texturing it with Directx Tesselation Shaders. Directx Tesselation doesn't have a clue what to do with a triangle unless it creates PNtriangles from a quad matrix list. (there are ways around this.) Using a non tesselated quad mesh also saves memory size and bandwidth between the cpu and gpu. The mesh is tesselated on the gpu, freeing the cpu from not only tesselating it, but transferring a larger mesh to the gpu.
Many game engines prefer, or convert to trianlges on import. This is a double edged sword depending on the target platform you are developing for. Or if you are texturing without uv maps (Ptex or similar).
If the engine you are using accels at using triangles, you don't want quads, no argument there.
If you are developing for a platform and using DirectX Tesselation Shaders, you don't want triangles. (again, there are ways around this. But why slow it down by using triangles?)
Which style gets used the most (Quads versus Triangles) is up for debate.
As far as dynamic cloth, most game engine use APEX (or similar as in Cry's case) style cloth with rope bones to define them. There not dynamic in they way Poser does it, they are rigged with physics applied to the bone chains. They look and react dynamic when played thou.
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