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On 27-Jan-09 9:23, scott wrote:
>>> Another advantage of OBJ is that it support quads. I think 3DS only
>>> supports
>>> triangles?
>>
>> Rendering a (non-rectangular) textured quad is not an unambiguous
>> process.
>> How do you do that? Dividing it into two triangles will get you a
>> texturing
>> artifact.
>
> To be clearer, there is no expected or obvious way how the inside of a
> quad should be textured given the four vertex texture coordinates.
> Converting to two triangles does it one way, but there are other
> possibilities. In practise every modeller and renderer will convert it
> to two triangles, so I guess that can be thought of the "standard" way.
I normally cut them in 4 (using the center of mass as a fifth vertex)
that at least gives a unique division.
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