Ga'ash Soffer van Voodoo Extreme heeft het tweede deel van z'n artikel over 3D engines online gekickt. Hier een stuk over het gebruik van triangles ipv normale polygonen:
Polygons which are concave and/or do not lie on a single plane are extremely difficult to render (as we will find out when we discuss rendering). Since triangles are never concave and never lie in more than one plane, they are very suitable for rendering. While it is possible to render concave and/or polygons which do not lie in one plane, it is difficult and would most likely involve breaking up the troublesome polygon into triangles. Back in the days of software renderers, single plane, convex quadrilaterals were often used instead of polygons, particularly in games which made use of lots of walls and floors. This approach has it's advantages, particularly with software renderers, but we won't bother dealing with quads.