Path: chuka.playstation.co.uk!news From: "Peter Dollochan" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Triangles, Quads??? Date: 14 Oct 1998 17:57:30 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 68 Message-ID: <01bdf79b$33250e60$016f6f6f@fffaaasssttt> References: <362238AE.DF3414FF@usa.net> <36228105.D38787F2@datasys.net> <3622FF14.B0A6AA9D@hinge.mistral.co.uk> <3624E1B7.DB009494@usa.net> NNTP-Posting-Host: host5-171-238-56.btinternet.com X-Newsreader: Microsoft Internet News 4.70.1161 Doesn't the Sony tool DXF2RSD.exe do just that with one of its parameters -QUAD sounds about right. I think this alters the vertex data instead of adding points....... Of course I could be talking rubbish.... Pete. K.Wutzke wrote in article <3624E1B7.DB009494@usa.net>... > > > Craig Graham wrote: > > > Darco wrote: > > > > > The playstation intreprets a quad as 2 triangles. (I know this is true > > > because I've got the numbering wrong on a quad many times, and the GPU > > > renders 2 distinct triangles) Look at this rough sketch. (If it doesn't > > > look right, look at it with a fixed size font) > > > > > > 0------1 > > > | /| > > > | / | > > > | / | > > > | / | > > > | / | > > > |/ | > > > 2------3 > > > > > > Because it does this, it really doesn't matter which you choose. If > > > there is a speed difference it will be minimal. However, the data for 2 > > > triangles is larger than 1 quad. So if you are dealing with large > > > models, it may be more efficient to use quads rather than triangles. > > > > A quad should be faster than 2 triangles because the gte only has to do > > 4vertex transformations instead of 6 (2 of the vertices are common between > > the two triangles). It's the same reason that mesh lists are faster on > > Direct3D > > (less calculations per polygon). > > > > NOTE: The GPU is much faster than the gte. You can render more triangles > > than you > > can calculate, so any reduction in calculation is a benefit. > > > > > 'Darco > > > > Craig. > > re there any modelers/tools that can optimize an output model for quads? > I don't want it to "expand" (quadrangulate) the tris to quads (add a vertex), > but instead find almost coplanar, adjacent triangles and make these a quad, > accepting minimal vertex position corrections. > Any suggestions? Or will I have to write my one tool? Hnnngh... :-( > What can 3D Studio MAX R2 do for that? > > Karsten > >