Are polys converted to tris in play mode in the GE?

:slight_smile:
I thought i read that all polys are converted to tris when the ge is running?

If this is true, then the low polys would be higher when converted…and then you could just use the tris instead of changing them to polys…

sorry if this is really a dumb question…yes I tried to find the thread again but couldnt…and its not in my help file…

thanks very much…lol

yea,
BGE automatically testelates the models into triangles for you. (lots of newer game engines do).

I dont think it is possible to do real time rendering without everything being triangulated .

:smiley:

first, a little vocab- I think you mean “quads” when you say poly- tris ARE polys (at least last I checked 3 was more than 1)

I believe that quads are converted to tris at the runtime, for mathematical purposes (very few quads used in models are flat, so even while modeling they’re basically 2 tris) but while technically this roughly doubles the face count, each tri takes about half the resources to calculate (correct me if I’m wrong, by the way- this is all speculative) so I reccommend leaving your models as quads just for simplicity- it’s much easier to see edgeloops etc. that way.

Ahhhh, edge loops, yes…hadnt thought of that.
Oh so thats what polys means, lololol …just teasing… its that dyslexia again… I have it in my head that a poly is square, lol…

the reason I asked is because i was modeling a new character. Modeling her over an older one I have…
I ended up with too many faces, you know in the 2400 range, not including hair planes… so I tried the script to reduce poly count…
It worked but left me with the triangles… so I kinda went through and was turning the less important ones into squares again.

Then it dawned on me, that the ge, would just convert them back again…lololol so I thought I would check out my assumption.

so then, if your model is in tris, you could have a lower low poly then if it were the same number as squares? If you see where I am going with all this rambling…

thanks again…