Hi,
I’ve been coding a voxel engine for a couple of months and got it using some standard optimization techniques ( frustum culling, only draw blocks that have no neighboring blocks, only draw faces that can be seen). Now, was wondering, should I change my rendering of blocks to use triangles as opposed to quads? I’ve read that triangles are quicker as the GPU doesn’t have to do any vertex conversion as opposed to splitting quad up into triangles?
Any advice is appreciated,
Thanks,
Steve