Avoid, or ignore?
In the old days we were always taught to avoid them, mainly because they were a bugger when it came to lighting (either real time or vertex baking).
These days, with per pixel lighting (or high end consoles and PCs), is it as important?
Thoughts?
Replies
Same with tri-fans. They were a big no-no on PS2, with tristripping and all. But they're quite common today, it seems.
any tri nearing a degenerative state is surely a waste of resources ?
The project i'm currently working on isn't games related, it does make usage of shaders (solid hulls for mri point clouds) and the biggest headache so far has been culling degenerate surfaces. If i had the option to manually trangulate an object then i wouldn't even think twice about it.
once you add any kind of deformation into the mix it just compounds the issues.
But usually I try to avoid them long skinny tris...
If it doesn't deform, it comes down to two things:
If this is a unique object with its own specific normal map, I would leave it, because the irregularities will be compensated for on the normal map.
If it is a non-unique object, for example, a rock or something that has a tileable rocky texture and normal map, get rid of them. In this case, the normal information from the long thin triangle will still show up with the lighting. It may not be so apparent (as the reason its really bad with vertex lighting is because it works via interpolation and it becomes really stretched out, as you know), but I don't "trust" those long thin triangles.
I take them out in environments because I always have done, so they offend me when present.
I ask now simply because when I give crits like "Avoid long, thin triangles because..", well I want to make sure it's sensible advice.
Or we could just be electric shock monkeys.
Alex