View Full Version : My brains goin crazy ¿?
kydjester 12-15-2002, 04:38 AM In a real video game console or PC . Are the character name from triangles [ 3 side shapes ] or rectangles [ 4 side shapes ] . And does any one know why they use what they use ? Theories ? anything i am stumped .:hmm:
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Cabbe
12-15-2002, 06:12 AM
Hello!
I am not totally sure about your question. But if you are asking if they use quads or triangles in games, the answer is absolutely triangles. Quads are ony two triangles. When a models is rendered it is automatically turned into triangles. Everyone should use triangles to define their polycount otherwise you will only be cheating yourself.:beer:
kydjester
12-15-2002, 09:57 PM
Let me Post the Question over :
In a real video game. Console or PC . Are the character wifeframes made from triangles [ 3 side shapes ] or rectangles [ 4 side shapes ] . What about the game levels ? And does any one know why they use what they use ? Theories ? anything i am stumped .
wanzai
12-15-2002, 10:12 PM
Someone should compile some sticky FAQ thread... along with the polycount question...
Quads or polygons only exist virtually in your modeling program, only there the wireframe can look clean and cool and all.
If any geometry is to be drawed in 2D, it is always tesselated in triangles.
Rivener
12-15-2002, 10:33 PM
I'm not sure if I am exactly right but this is the understanding I have of it.
Everything is done in triangles because it is easier and faster for a computer to do the math for a triangle. I hope this makes since but each time the computer needs to draw a new triangle it only needs to do the calculations for 1 additional point per new triangle. For polys a computer would have to do the calculations for 1 to 3 new points per poly.
Even if you were to model something in nurbs and render it out, the software package would convert the nurbs into triangles to do the render.
Don't take what I say as 100% correct because I'm just a pixel pusher not a 3D programmer.
wanzai
12-15-2002, 10:50 PM
That "one additional vertex per triangle" thing is called "triangle stripping". It's indeed very effective for realtime rendering but is not the reason why all geometry is tesselated at render time.
I don't know the math that well to explain it 100% scholarly, but imagine a polygon with four vertices which do not lie on a plane. How is the computer supposed to draw that? Only tris are always unambiguous defined.
la_piaga
12-15-2002, 11:15 PM
Don't get fooled by wire frames: for various reasons there may be hidden or invisible edges, this doesn't mean that they are missing.
Almost everithing in modern real time computer graphics is done with triangles, because of it's versatility: the triangle is the basic polygon, in other words every polygon can be subdivided in triangles.
Even if there is a certain harware suppor for quads they are not used for practical reasons.
Dealing with the simplest forms gives you the greatest creative freedom if you work directly with raw geometry and the best quality result if you work reducing parametric surfaces.
la_piaga
12-15-2002, 11:45 PM
@wanzai.
I don't know the math that well to explain it 100% scholarly, but imagine a polygon with four vertices which do not lie on a plane.
It is not a polygon... ;)
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