3 ms·
Ambient lighting is another case. Surface versus volume, and hence triangles versus squares versus tetra versus cubes, but same difference. Squares have the pr
by TheLoneWolfling 12y ago
Ambient lighting is another case. Surface versus volume, and hence triangles versus squares versus tetra versus cubes, but same difference.
Squares have the problem that there are ambiguous cases at saddle points, which you don't get with triangles. If you have this:
1 0
0 1
It could be this:
1 . 0
.
. .
.
0 . 1
Or this:
1 . 0
.
. .
.
0 . 1
With triangles there is no analogous issue.
- angersock 12y agoQuite right. Great example of this is Wings3D--take a quad, add a crease, and switch to OpenGL rendering and watch the weirdness occur. Quads are just bad.