What's the better for PS1-3D?

Graphic based area of development (Graphics Processing Unit), including the Geometry Transform Engine (GTE), TIM, STR (MDEC), etc.
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What's the better for PS1-3D?

Post by NITROYUASH » January 12th, 2019, 3:00 am

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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Post by gwald » January 12th, 2019, 8:55 am

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. :roll:
I used just a simple text file with quads, worked well.. for what it is: :lol:


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Post by LameGuy64 » January 12th, 2019, 11:16 am

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).
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Post by NITROYUASH » January 12th, 2019, 6:26 pm

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.

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