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? -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

