# triangle polygons for gameengine, squares for ss, right?

most gameengine does not use square faces, does it?
is n-poly fit sub smooth?
thank you

A lot of processes in game engines run faster with square faces (lighting, normal maps, shadows, etc), but in any 3d program everything is essentially broken down into triangles since that is the only 3d shape that can be perfect no matter where the points are located. Look closely at a square at different angles and you’ll see it.

Yep, but squares also don’t matter. If you run the engine your graphic card break them into triangles, sounds like it needs more processing, but processing squares into triangles is faster then rendering meshes with triangles, I think it has to do with the data send for squares and triangles. :-?

The edges inside squares are just hidden, theres still data there for them though, so everything is essentially triangles. Its not really a matter of breaking down the squares, as it is building them up for display in blender. Squares smooth easier because its very simple to find the center of a square, just draw a cross from the courners, and the intersection is there. Tris don’t smooth so well because the center is much harder to calculate. When somebody talks about the poly count for a low poly model, they usually mean triangle count; not the face count. The triangle count is given in the decimator.

These days most well written games blast the graphics card with “triangle strips” which massively reduces the bandwidth requirement for specifying geometry. Absolute pain to create algorithmically though. (Classic SGI interview question apparently).

These days most well written games blast the graphics card with “triangle strips” which massively reduces the bandwidth requirement for specifying geometry. Absolute pain to create algorithmically though. (Classic SGI interview question apparently).[/quote]

Arn’t the vertex normals for quads different than if you break them into two triangles though?

Cheers,
Zarf

These days most well written games blast the graphics card with “triangle strips” which massively reduces the bandwidth requirement for specifying geometry. Absolute pain to create algorithmically though. (Classic SGI interview question apparently).[/quote]

Arn’t the vertex normals for quads different than if you break them into two triangles though?

Cheers,
Zarf[/quote]
not much, but yeah they are

[also, the face normals are different, but that one should be obvious