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Quads vs Triangles in DirectX

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Which is more convenient for directx to process quads or tris? I'm really into deciding which i will use in modeling character for my game other says quads are just 2 triangles so it doesn't matter other says that DirectX accepts quads provided that it will triangulate it on render thus, additional process for the GPU. Can anyone show me the ways of the force?

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Model using quads. It helps with keeping a proper edge flow in your model.

When it comes time to use them in your game, triangulate everything. Either in your program, or in the exporter.

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DirectX cannot render quads directly, there is no way of telling it to do so.

However, for modelling purposes, model it however works best. Your exporter almost certainly has a triangulate option built in, and if not, it isn't very hard to build one in your game's model importer to do it then.

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