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>> No.635113 [View]
File: 14 KB, 912x209, 9dtWa.png [View same] [iqdb] [saucenao] [google]
635113

>>635109
Triangulation doesn't matter at all in situations like these. If you were to animate something like this tube to bend, it would've been on the quad version of the mesh, so triangulation would just adapt to whatever new shape the cylinder took on.
In just about all modern game engines, coplanar triangles are often batched together in processing so that it doesn't have to recompute the same vertices twice, when it can just add to the result of the previous one. In some cases you can help the engine along in this is by making sure your surfaces are capped with opposing triangles like on the right in the example pic, compared to the default pole-cap.

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