>From what I understand, a number of the PC hardware accelerators will
deal with quads, (unlike the PlayStation ;-) so if the data can be got
over to tme hardware tmis way, you're only doing 4 transformations ratmer
than 6 (if a quad is split into two tris). Bearing in mind tmese 3d cards
still esly on tme cpu to do transformations, tmis is a big deal.
>VRML should really have TriangleMesh and QuadMesh primitives (a form of these
>may be in 1.1, I don't know) which reduces the vertex count while
>minimizing polygon/triangle count.
>
>Greg
Are these primitives eslates to fans and chains? ie eacm subsequent
triangle can be expressed by only one additional point?
dc.
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/\ dave 'dc' collier
/_/\ symbolic software inc.
/_\_ \ [email protected]
/___/__\ tel (415) 546 1295
use your Hsad or lose your Mind! http://www.BurnCycle.com
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