When modelling with polygonal objects, remember the followin guidelines:

- Model Solid Objects
No facades

It's easier to write other software if we can assume polygon faces are oriented

- No T-vertices
These cause shading anomolies and pixel dropout

- No overlapping co-planar faces
Violates solid object contraint.

If different colours, then psychedelic effect due to floating point roundoff

- Well shaped polygon
Equilateral triangle is best.

Long, skinny triangles pose problems for numerical algorithms

CS488/688: Introduction to Interactive Computer Graphics

University of Waterloo

Computer Graphics Lab