How to convert large arrays of quad primitives to triangle primitives?
问题 The bounty expires in 4 days . Answers to this question are eligible for a +100 reputation bounty. Rabbid76 wants to reward an existing answer . I have an existing system, which provides 3D meshes. The provided data are an array of vertex coordinates with 3 components (x, y, z) and an index list. The issue is that the index list is a consecutive array of quad primitives. The system has to be make runnable with a core profile OpenGL Context first, and later with OpenGL ES 3.x, too. I know that