> 1: Space. 3 vertices instead of a list of vertices.
> 2: Speed. Solving for an intersection with a triangle is simpler than
> with a general polygon.
> 3: If you have a lot of them, you can put the triangles in meshes,
> getting even more space and speed optimizations.
OK. Thx for explanation.
:-)
Have you an idea about the percentage of speed
improvement (without mesh construction)?
Cheers,
Manuel
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