As clipka said, they usually get triangulated at render time. I have only
written exporters, not renderers, so I don't know how it is actually
handeled by the program after they are imported. However quads imported into
all programs I have tried using OBJ format do not appear to suffer any
texturing problems. This is an advantage in blender because subdivision
surfaces work much better on quads than on triangles.
"Warp" <war### [at] tag povray org> wrote in message
news:497e4b51@news.povray.org...
> Mike Hough <nos### [at] nospam com> 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.
>
> --
> - Warp
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