Original Post
Hi to all.
I''m traying to make a program that read an IBSP file from Quake 3 and render the map. That files store the geometric data in a list of faces. There are three types of faces, one of them are Polygons, that are a list of vertexes. I''ve noticed that the most polygons are triangles, but they are composed by six (or more) vertex that must be rendered like a triangle fan (sharing the first vertex of the list).
My question is : What is the reason to store the triangles in that way? Why it is better than using only tree vertexes and render them like a triangle list (of one primitive)?
Maybe the actual 3d graphics cards are faster with the triangle fan, but I''m not sure. Is that correct?
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