RorrKonn opened this issue on Aug 01, 2014 · 112 posts
Cage posted Sun, 03 August 2014 at 1:37 AM
Quote - 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.
This is interesting. Thank you. While I was scripting with Panda3D, I was told that all video cards would necessarily break quads down into tris upon rendering, so I shouldn't be concerned that Panda was converting my quad .egg models into tris upon import. From the way that was asserted, it sounded absolute, as though graphics cards only handle tris. I suppose they were only thinking in terms of what Panda accommodates. It's nice to know that some engines can do quads.
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.