Why would triangles compute (render) faster than quads?
My guess is because they're inherently planar. Every triangle is flat, while a quad can be distorted.
So even though we overlay things like curvatures and surface normals and stuff to make our geomerty appear smooth and curvy, the flat nature of triangles might remove one step in the computational process.
It's just a guess. (I used to be very invovled with Finite Element Analysis, so I have some understanding of mapping, though for a different purpose. But as I said, this is really just a knee-jerk reactionary guess.)
ADDED...
I re-read sw00000p's post, where he said, "Quads are converted into Tri's. (an Extra Processing Step)." It's not exactly proof, but it does support my theory.
ADDED MORE...
I wonder how much effort goes into the quad-to-tri conversion.
Draw a 4-sided object that is nearly triangular. Something like a triangle, but with a slight buldge/bend on one of the sides.
If you draw a line between opposite points, in one case you get two nice triangles. But if you go the other direction, you'll get one nice triangle and one that's just a sliver of a triangle. Badly formed shapes like that sort of mess up the math, especially in computational anlaysis. You end up nearly dividing by zero and stuff like that.
In fact, what if you drew a real triangle, but just added a fourth point in the middle of one of the sides? Repeat the excercise in the previous paragraph. You end of with a nice triangle and, essentially, a line. Ewww.
So I wonder if the quad-to-tri conversion routine evaluates each quad and determines the best way to subdivide it into triangles? If so, you add more work, reducing performance.
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Edited
10 Years Ago by
justaviking