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10250102 No.10250102 [Reply] [Original]

why did quads lose?

>> No.10250105

>>10250102
That's not really a quads issue. That's a lack of texture coordinates issue.

>> No.10250106

Sega

>> No.10250692

>>10250102
DirectX standardized three sided shapes as a graphical primitive, and everyone else followed suit.

>> No.10250735

>>10250102
quads won.
https://www.quora.com/Which-one-is-better-for-3D-modeling-Quads-or-Tris
https://gamedev.stackexchange.com/questions/66312/quads-vs-triangles
Nobody has used triangles since the 7th gen.

>> No.10251229
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10251229

>>10250735
>quads won.

Not even really the same type of quads. As the Saturn quads are really sprites that are connected to each other with vertices. Because they are sprites, models have to be built like origami. While triangles have UV mapping, where the textures can just be projected onto the models, like any current modeling software. I remember reading how the Tomb Raider modelers really had a hard time with quads overall. Most notably with triangles and spike shapes.

>> No.10251250

>>10250102
the math for triangles is more natural.

>> No.10251251

>>10250102
Because, just like HD-DVD, the companies backing the other thing put a shitton more money and corporate politics into making sure that won out.

>> No.10251256

>>10250735
quads are convenient for modeling, but they are ultimately broken into triangles for rendering.

>> No.10251315

>>10250105
This. It’s lazy UV mapping. Delete your gay thread.

>> No.10251443

>>10251229
The issue with Saturn's quads is less about the quads themselves and more the limits of how they can be textured. If you want to make a triangle shape for a spike that's easy enough. You just make one corner's coordinates the same as another, essentially "folding" the quad onto itself. It's a bit wasteful computationally but ultimately not that big a deal. The problem comes in when you want to texture the thing or do any kind of effect since you had to stick the entire texture onto the quad and couldn't arbitrarily decide what part of a texture was mapped to the polygon. Getting the geometry working wasn't a problem but you had to be very careful when designing your textures.

https://youtu.be/WDJgeuoaSvQ?si=IuvveZsXUx57_-pJ
https://youtu.be/czqwd43WQWM?si=5jRl5cE4DLh-bGqL

>> No.10251469

>>10250102
Modelling things to be quad only is such a massive pain in the ass.

>> No.10251495

>>10251469
It's kinda required if you want good topology for your models.

>> No.10251669

>>10251495
Yeah, but there is world of difference between few triangles and none of them. Especially in the day when the models were low poly and there were no need for subdivision and every modellers didn't have collective knowledge of the internet and years of training.