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Index Buffer: Quads and Triangles

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Are there any good reasons to maintain the combination of quad and triangle strips in DX10......... I would personally prefer to just break the quads apart. Aside from memory resources is it in any way beneficial and/or necessary? Is there an increase and/or decrease in processing performance?

 

I have noticed other software and mesh converters breaking the quads down into tris. Would this be in any way risky to the way a model would deform when under the influence of animation?

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