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Adamin

Member Since 03 Dec 2007
Offline Last Active Mar 20 2016 10:17 PM

#958222 Polygon Triangles or Quads?

Posted by Adamin on 23 May 2014 - 09:04 PM

Generally most engines triangulate every model/polygon before sending it to the graphics card, because tris are the fastest to calculate. So it not that important.
However I once had a bug because of a "stretched" Quad that wasn't triangulated in the right way. So it's a good idea to triangulate your model yourself when everythings done. That way you avoid unintended edges, and even save a tiny bit of rendering time because the engine doesn't have to do it.
 

Typically, it's best to go with quads. They're better for deformation. Though, you can use a combination of both quads and triangles without issue. Especially for BFME, where the poly count is rather low - to say the least.


sign.
Also, most automated smoothing and reduction algorithms are made for, or based on quads. So quads should be mainly used for the modelling process. The occasional tri in a corner shouldn't be a problem thoug. ;)




#873363 (Fan-made) UI TPW Art Showcase

Posted by Adamin on 12 January 2012 - 10:40 PM

Those are some pretty awesome textures and buttons. Beautiful! :w00t: