(2022-01-10, 8:47)Stefan Frenz Wrote: Thank you so much. If the vertices order is the same as it would be for rendering (i.e. after handling all part-subpart-whatever-invertions), this should allow a port of my collision detection. For the quads I use two triangles like "addTri(t1, t2, t3);addTri(t3, t4, t1);" (not inverted) or "addTri(t1, t3, t2);addTri(t3, t1, t4);" (inverted), so if your engine already splits the quad into two triangles, this would also match perfectly.
Render data inside LDCad is at the part level (flattened), and uses both triangles and quads.
This stems from the age of the base code, the planned (but paused) 2.0 engine was going to be triangle exclusive so I thought it wouldn't hurt in the near future.
OpenGL will convert it to triangles somewhere in the middle anyway though.
All data has the same winding (think it's CW but have to check to be sure), unless the source .dat tree has no (complete) bfc information.