# Rendering quad mesh and it's edges

**URL:** <https://discourse.threejs.org/t/rendering-quad-mesh-and-its-edges/424>\
**Category:** Questions\
**Tags:** quads, wireframe, geometry\
**Created:** [May 29, 2017, 1:21pm UTC](https://discourse.threejs.org/t/rendering-quad-mesh-and-its-edges/424 "2017-05-29T13:21:42Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![hofk](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/hofk/32/44944_2.png) [@hofk](https://discourse.threejs.org/u/hofk)\
**Post date:** [July 12, 2017, 7:44pm UTC](https://discourse.threejs.org/t/rendering-quad-mesh-and-its-edges/424/6 "2017-07-12T19:44:16Z")

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_I’m not sure if that’s helpful:_

Because three.js disassembled rectangles into two triangles, I have formed a center point and realized a decomposition into four triangles. Thus, the rectangles are “spatially”.

When I read this question, I thought to simulate quad. For this I have the vertices simply horizontally and vertically connected to a line.

This works with Geometry, indexed and non-indexed BufferGeometry.

See [http://sandbox.threejs.hofk.de/](http://sandbox.threejs.hofk.de/) (only firefox), [http://sandbox.threejs.hofk.de/examplesTHREEf%20r86.html](http://sandbox.threejs.hofk.de/examplesTHREEf%20r86.html)

[https://github.com/hofk/THREEf.js/blob/master/THREEf.js](https://github.com/hofk/THREEf.js/blob/master/THREEf.js) lines Geometry: 300, 2358, BufferGeometry: indexed: 580, 2570 , non indexed 1303, 2945

See also [Addon. Produces almost infinite many time-varying geometries with functions](https://discourse.threejs.org/t/addon-produces-almost-infinite-many-time-varying-geometries-with-functions/262/13)

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