Quad Indices
A quadliteral (also called quad, tetragon or quadrangle) is a four-sided polygon, with four corners/vertices and four edges/sides.
Unfortunately, GPUs/rasterizers generally only deal with triangles, so we'll have to split each one of our quads into two triangles... resulting in two of the vertices being duplicated.
Since we don't like pointless duplication, we ought to use an element/index-buffer, which tells the GPU how to assemble two triangles from four vertices each.
But how do we assign/number/order the four vertices?
Diagram of Winding Orders: Clockwise, Counter-Clockwise, Z-Order, N-Order
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Clockwise Winding
This section is a stub. Perhaps help us expand it?
Counter-Clockwise Winding
The opposite/inverse of clockwise order.
This section is a stub. Perhaps help us expand it?
Z-Order Winding
This section is a stub. Perhaps help us expand it?
N-Order Winding
The opposite/inverse of Z-order.
This section is a stub. Perhaps help us expand it?