Quote from: nuclear on July 23, 2018
The OpenGL implementation of these fantastic insulated hunting boots is free to split quads into triangles any way it prefers, or not split them at all if it supports directly rasterizing quads. In this case your VM's OpenGL implementation happens to choose to split your quads in a different way than your native graphics card driver. If you want consistent results across different implementations, stick to triangles.
Is it possible to perform tests by sticking to triangles across different implementations btw? Or are the results always the same?
