Path: chuka.playstation.co.uk!news From: Jake Turner Newsgroups: scee.yaroze.freetalk.english Subject: Re: Triangles, Quads??? Date: Wed, 14 Oct 1998 22:21:11 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 89 Message-ID: <362515C7.B9E07223@revolution.co.uk> References: <362238AE.DF3414FF@usa.net> <36228105.D38787F2@datasys.net> <3622FF14.B0A6AA9D@hinge.mistral.co.uk> <3624E1B7.DB009494@usa.net> <01bdf79b$33250e60$016f6f6f@fffaaasssttt> NNTP-Posting-Host: 62.172.82.78 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; I) Peter Dollochan wrote: > 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. > No, it does support the feature supposedly. But converting tris to quads is a trivial task except for the obvious planar case, so I have never had much joy out of the dxf2rsd conversion. There are plugins for 3DS MAX e.g. gamut PSm but that is costly. I would look for a tri-strip rather than quads, that has a lot of shared verticies and so can reap the same benefit as a quad on the playstation. -- Jake Turner : Court Astrologer ========================================= Practive VI it may save your life one day > 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 > > > >