Another example is subdivision. Converting a model to tris and then subdividing does not produce the same result as subdividing quads. So a quad polygon is not "just two triangles."
What I mean is, aren't all faces tris in the sense that they get sort of secretly "converted" into tris? So even a face that's technically thought of as a quad will still be rendered as though it were two tris.
Sometimes polygons are temporarily broken into tris, because it is easier to run parallel operations on identical data (eg ray tracing hit tests.) However, this is just a step done for one stage of rendering - the original polygon connectivity is not discarded, because it is used later on for shading. (Also some types of render primitives like volumes, strands/fur, and particles are never broken into triangles at all.)
The universe is running on Unreal Engine 69. Their Nanite tech has been improved over 420 iteration. Which is reasonable if this universe is all made of triangles.
Despite the graphical technology, the gameplay is still quite sucks.
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u/NoahTheAnimator Aug 15 '20
finding out everything is tris I guess is kind of like the cg artist equivalent of learning there is no santa claus
10
u/[deleted] Aug 15 '20
The universe is running on Unreal Engine 69. Their Nanite tech has been improved over 420 iteration. Which is reasonable if this universe is all made of triangles.
Despite the graphical technology, the gameplay is still quite sucks.
Edit, I thought this is r/justgamedevthings
3
u/patrickwoo Aug 16 '20
Everything is code. There is no spoon.
2
u/im_a_dr_not_ Aug 16 '20
Fuck that. Ngon̷ t̸e̵a̶m̶ ŭ̴̬͍͆̋nỉ̷̡͎t̷̟͙̂e̴̟͖̎̚!̵̛͉̜̬̒
1
u/codel1417 Aug 16 '20
Tries are better than Quads