hmm… a good modelling pipeline is usually all quads. you gotta do it at the authoring stage then. bake the shadow polygons in maya and deform and split them to look like or fit triangle topo. quads are a lil cheaper interchange format for sure. 4 points, not 6. but pc rasters triangles. and it has kinks. hmm…
(and that’s me dabbling on the nds, which actually renders quads on scanline. crunchy lil machine. :))
anyway… i think we’re over the threshold. is this feedback? or random ideas? not that it hurts…