What's the better for PS1-3D?
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NITROYUASH Verified
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What's the better for PS1-3D?
Hi PSXDEV. I have a dilemma. I can't decide what i'll use more often. PS1 can read Triangles (F3) and Quads (F4). Sure, i want to use both, but what's better as a basis for level geometry?
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gwald Verified
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level geometry:
#Quads = if you're using like a doom style (texture brush I think it's called, ie BSP), where the texture (TIM) is the tile(wall/floor), everything is easier (level, coding) and faster and if enabled, can do auto division (into tris, to stop texture warping) when the camera gets closer (it's called something which I forgot )!
#Tri's = portable and better for complex stuff, ie painting on geometry and exporting model & image (for UV), like they do things now days.
It just depends on what you can and want to code.
I used just a simple text file with quads, worked well.. for what it is:
[BBvideo=560,315]https://youtu.be/LA2_-AExHWY[/BBvideo]
[BBvideo=560,315]https://youtu.be/8XHARDpN9M0[/BBvideo]
#Quads = if you're using like a doom style (texture brush I think it's called, ie BSP), where the texture (TIM) is the tile(wall/floor), everything is easier (level, coding) and faster and if enabled, can do auto division (into tris, to stop texture warping) when the camera gets closer (it's called something which I forgot )!
#Tri's = portable and better for complex stuff, ie painting on geometry and exporting model & image (for UV), like they do things now days.
It just depends on what you can and want to code.
I used just a simple text file with quads, worked well.. for what it is:
[BBvideo=560,315]https://youtu.be/LA2_-AExHWY[/BBvideo]
[BBvideo=560,315]https://youtu.be/8XHARDpN9M0[/BBvideo]
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LameGuy64 Verified
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Quads still have some uses even though they still appear as a pair of affine textured triangles when drawn. Namely in optimization as you only have to compute 4 vertices for quads whereas an equivalent comprised of triangles will have 6 vertices to compute. Quads also take up less packet space than a pair of triangles.
So if you want to go for optimization, supporting both primitive types is most preferred (use quads on flat planes and triangles on shapes where it is most appropriate).
So if you want to go for optimization, supporting both primitive types is most preferred (use quads on flat planes and triangles on shapes where it is most appropriate).
Please don't forget to include my name if you share my work around. Credit where it is due.
Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.
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Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.
DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.
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NITROYUASH Verified
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Thanks guys! c:
My code is supporting F3+F4 right now, but after your advice, i choose F4 as a basis and F3 for secondary stuff.
My code is supporting F3+F4 right now, but after your advice, i choose F4 as a basis and F3 for secondary stuff.
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