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Should I use quads or triangles for walls and flat surfaces?

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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?

Re: Should I use quads or triangles for walls and flat surfaces?
« Reply #1 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

Re: Should I use quads or triangles for walls and flat surfaces?
« Reply #2 on: June 17, 2011, 12:17:40 »
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
Programmers will, one day, rule the world... and the world won't notice until its too late.Just testing the marquee option ;D

Re: Should I use quads or triangles for walls and flat surfaces?
« Reply #3 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.