Quads / Triangles
by Hokuto · in Torque Game Engine · 07/06/2005 (3:01 am) · 4 replies
If it makes any difference,
what do TGE and TSE prefer to display when it comes down to DTS objects (e.g. Cars, Airplanes, Characters),
Quads ?
Triangles?
Mix of both, it doesn't really matter?
Thanks
Hokuto
what do TGE and TSE prefer to display when it comes down to DTS objects (e.g. Cars, Airplanes, Characters),
Quads ?
Triangles?
Mix of both, it doesn't really matter?
Thanks
Hokuto
#2
If you're working in quads, a good rule of thumb is to double your face count when calculating polys as most of the exporters simply split each quad diagonally.
07/06/2005 (7:03 am)
Yes, the exporters convert quads to tris.If you're working in quads, a good rule of thumb is to double your face count when calculating polys as most of the exporters simply split each quad diagonally.
#3
just wanted to know if I could have some triangle in my models or if I had to make sure that all polys had to be quads... I try to work it all in quads to have a clean mesh but in same case a triangle could help..
since the exporter converts it all to triangles then I should be fine
Thanks
07/06/2005 (8:50 am)
Ah ok thanks, just wanted to know if I could have some triangle in my models or if I had to make sure that all polys had to be quads... I try to work it all in quads to have a clean mesh but in same case a triangle could help..
since the exporter converts it all to triangles then I should be fine
Thanks
#4
07/09/2005 (6:08 pm)
Videocards have forgotten what a quads are several years ago. Any quad-related API calls end up generating two triangles.
Torque Owner FruitBatInShades