Triangel or Quad Polys?

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Guest

Triangel or Quad Polys?

Post by Guest »

I'm currently modeling some models for a Irrlicht Game... I've absolutely no Idea of the Irrlicht Engine or C++ programming - I'm "just" the modeler!

I wanted to ask what is better for performance using the irrlicht-engine:
quad polys or triangel polys?

And is there a problem if an object contains multiple Elements? Is it better to make multiple objects out of them?
vermeer
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Post by vermeer »

3d cards convert it allways in triangles...u can build in quads to use edit poly features, but at the end, all what matter are tris...exporting into x triangulates , but is bette rif u control it.

Indeed, a last step is turning edges for good shading and optimization, and flow for bone deformation.

Try to keep it all in one object, the more surfaces, the less performance .:)
Finally making games again!
http://www.konekogames.com
Guest

Post by Guest »

Thanks for the fast reply . . .

But sometimes you have to add a lot more polys if you want to make one mesh. For example if you want a zylinder on plane. In case of one Element you must add for each Poly of the cylinder an additional polyon the plane. If you make two elements you can leve the plane one polygon . . .
is it alway better to create the whole model as one surface?
arras
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Post by arras »

In virtual 3D space, everithing is made of triangles (except points and lines of course) any multy poly is going to be converted to triangles on moment when any 3d engine loads it.
Don't be confused by fact that your modeling program or file format alove you to work with quads or more edged polys.

Means your cilinder will be made of the same number of polygoons regardles of if you made it of quads or not.

Mesh is just bunch of data representing triangles conected together with theyr edges. Not more not less. You can have one mesh made of 10 polygoons(triangles) or two meshes, one made of 6 and second of 4 polygoons but there is always the same num. of them in your file.
Guest

Post by Guest »

so - what's better for performance?

Image
arras
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Post by arras »

OK ...I did understand you wrong :wink:
Guest

Post by Guest »

no - you understood me right! one part of my question was about the quad and triangle polys . . . thank you for that!
but my other question's still not answered
arras
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Post by arras »

well second one is quit obvious from your screenshot: use one with less polys. Irrlicht will threat it like one mesh, it don't care if its continuous or not.

Only thing is that you can't have smoothing efect between plane and cilinder. but I don't think you want it anyway...

Everything in one file will be loaded as one mesh in to the Irrlicht. It can't even recognize groups ..which is not it's advantage of course.
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