You can use them in OpenGL, just not in OpenGL ES:    :o)

Seriously though... given any four points there is no guarantee that
they are co-planar, and I believe that no-coplanar quads introduce all
sorts of complexities when interpolating colours, textures, and even
positions in 3D space.  By using triangles that whole problem goes
away.  In general triangles adds a 50% overhead in the vertices (or
vertex indices) that you need to pass to the engine, but if you are
using triangle strips there is no such overhead.

On Nov 16, 3:09 am, Agus <[email protected]> wrote:
> Hi all,  how come we can't use GL_QUADS is this not part of the OpenGL
> specs?

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