title: Directx 11: Rebuilding triangles in support of quads
body: <p>A while ago I've created an obj parser to better support my Maya/Game interface. I compromised on triangulating every model in Maya, but after noticing the support in other packages, how would you rebuild your triangulated workflow from a quad obj file? IE:</p>
  
  <pre><code>f 1//1 4//4 3//3 2//2
  </code></pre>
  
  <p>Of course, such that texture coordinates are compatible, or synced. (Or I may have to reconfigure)Any help is appreciated. Sometimes I'll get it talking about it.</p>
  
  <p>Edit: Also, a link to resources for face splitting is useful. I can't seem to wrap my mind around it.</p>