I've wondered about this before, but it haven't bothered me so much since I mostly use OpenGL and the few cases when I use D3D I haven't really needed it. Why doesn't D3D, even in DX9, still not support quads as a primitive type? Doesn't pretty much all hardware support it anyway?
I just basically ported my particle system code from my old framework into my new one, and now I made it API independent. A particle system basically produces loads of independent quads every frame. In OpenGL I can just pass the quads to the API and be done. In D3D however I must workaround the lack of quads by either duplicate vertices (50% higher AGP traffic) or by using an index buffer (33% higher AGP traffic (unless I create one static "large enough" buffer)).
I can't see any real reason why quads shouldn't be supported.
I just basically ported my particle system code from my old framework into my new one, and now I made it API independent. A particle system basically produces loads of independent quads every frame. In OpenGL I can just pass the quads to the API and be done. In D3D however I must workaround the lack of quads by either duplicate vertices (50% higher AGP traffic) or by using an index buffer (33% higher AGP traffic (unless I create one static "large enough" buffer)).
I can't see any real reason why quads shouldn't be supported.