Original Post
g'day all. When rendering terrain, that is stored as a regular heightfield, is there any reason to pass vertex data to the card as triangles rather than quads? At the moment, im got a path to render as triangles or render as quads. The quads path runs at about 110fps, and the triangles runs at about 70fps...which about corresponds to what you'd expect the decrease in fps to be based on the change in the number of vertices required for each path. Both are rendered into a display list once, and then called every frame. I realise that you should be able to see a bit of visible difference...breaking each quad into 2 tris obviously allows it to be bent in the middle, but im not seeing much. Are there any other reasons to go with triangles? cheers, Scott