"ConvertQuadsToTriangles" the logic behind

I am wondering why the conversion of Quad Face to Triangle Face using .ConvertQuadsToTriangles() method always uses the shortest diagonal. Is this for geometrical reason? conventional reason?
Considering a Quad Face with a, b, c, d vertices, why not always converting Quad faces to Triangle faces using always the same pattern “a to c” diagonal for example?

I’m not sure I can give you a reason “why.” But if you curious as to what is going on, download the openNURBS source and look at ON_Mesh::ConvertQuadsToTriangles. Of course, you an always write your own quad face splitter…

Hi Dale, funny I was just looking at openNurbs source code… Thanks for your answer.