'QuadMesh ray-tracer
I built a raytracer which has already a decent support for triangle meshes and texture.
When I'm parsing the quad meshes I'm converting them into triangles generating a mesh which is based on trianlges only, loosing the original Quad structure (I also have issues with the uvs, but that's another story).
Now I'm not sure if it is the best approach. I've been searching for some good reference but I couldn't find much in the specific.
What is generally the best way of implementing quad meshes? is it a plane with for points or more like a pair of triangle classes? do they share the same normal?
Sources
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