LWJGL Forum

Programming => OpenGL => Topic started by: doctorpunk on June 17, 2011, 04:05:49

Title: Should I use quads or triangles for walls and flat surfaces?
Post by: doctorpunk on June 17, 2011, 04:05:49
I followed the very helpful nehe tutorial on 'moving through a 3D world' and I am now wondering why the author chooses to make all quad shaped faces of an object out of 2x triangles rather than just 1 big quad. Is there an advantage to this?
Title: Re: Should I use quads or triangles for walls and flat surfaces?
Post by: Estraven on June 17, 2011, 08:10:52
Hi,

can you provide a link to this tutorial ? It might help to read it to get an answer ;)

Estraven
Title: Re: Should I use quads or triangles for walls and flat surfaces?
Post by: Fool Running on June 17, 2011, 12:17:40
Quote from: doctorpunk on June 17, 2011, 04:05:49
I followed the very helpful nehe tutorial on 'moving through a 3D world' and I am now wondering why the author chooses to make all quad shaped faces of an object out of 2x triangles rather than just 1 big quad. Is there an advantage to this?
Maybe this will help: http://forums.libsdl.org/viewtopic.php?t=6396&sid=f3a16ebba9046d2ad58c87ceb82f8a7d
Title: Re: Should I use quads or triangles for walls and flat surfaces?
Post by: doctorpunk on June 18, 2011, 00:27:17
http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=10

Down the bottom there is a LWJGL conversion however it requires a few modifications.

the import GLU needs to be pointed to its new location and the texture bindings can be replaced with slick texture binding.