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

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 convertedâ€¦and then you could just use the tris instead of changing them to polysâ€¦

sorry if this is really a dumb questionâ€¦yes I tried to find the thread again but couldntâ€¦and its not in my help fileâ€¦

thanks very muchâ€¦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 .

first, a little vocab- I think you mean â€śquadsâ€ť 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 theyâ€™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 Iâ€™m wrong, by the way- this is all speculative) so I reccommend leaving your models as quads just for simplicity- itâ€™s much easier to see edgeloops etc. that way.

Ahhhh, edge loops, yesâ€¦hadnt thought of that.
Oh so thats what polys means, lololol â€¦just teasingâ€¦ its that dyslexia againâ€¦ I have it in my head that a poly is square, lolâ€¦

the reason I asked is because i was modeling a new character. Modeling her over an older one I haveâ€¦
I ended up with too many faces, you know in the 2400 range, not including hair planesâ€¦ so I tried the script to reduce poly countâ€¦
It worked but left me with the trianglesâ€¦ 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 againâ€¦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 ramblingâ€¦

thanks againâ€¦