From: John T. <nu...@me...> - 2012-11-19 11:48:15
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On Mon, Nov 19, 2012 at 11:38:06AM +0800, Diederick C. Niehorster wrote: > > I think it's probably easiest to go to route of hardcoding all the > vertex/normal/texture coord data. Does someone have that or can > generate that? Or should we go down another route? The proper way of doing it is to actually implement bezier patch evaluation; it's not that hard. But as I'm not volounteering at the moment due to lack of time, please ignore me :) If someone else wants to try doing it, I can dig up some old code I had in an ancient 3D engine of mine that did that sort of thing. It might be useful as a starting point. But then again I don't remember it being too complicated so it should be cleaner to just start from scratch; old code tends to rot :) Actually it could be fun, I haven't worked with higher order surfaces for some time ... if I find some free time by the end of the week I might do it. -- John Tsiombikas http://nuclear.mutantstargoat.com/ |