RE: [Algorithms] Bezier Triangle Rendering
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From: Tom F. <to...@mu...> - 2000-08-18 04:38:17
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I just use this one for my triangles: + / \ / \ +-----+ / \ / \ / \ / \ +-----+-----+ If you turn your tris into imaginary right-angled tris by picking any two edges as "major" edges, then use coordinates based on those two, then the vertices are found at exactly the same positions as a square tesselation of a square patch. You just have to make sure you split the "squares" along the correct diagonal: + |\ | \ +--+ |\ |\ | \| \ +--+--+ |\ |\ |\ | \| \| \ +--+--+--+ (i.e. if you pick the wrong diagonal, you get this monstrosity:) + |\ | \ +--+ | /|\ |/ | \ +--+--+ | /| /|\ |/ |/ | \ +--+--+--+ Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Dave Smith [mailto:Dav...@sd...] > Sent: 16 August 2000 16:07 > To: gda...@li... > Subject: [Algorithms] Bezier Triangle Rendering > > > I can compute points on a Bezier Triangle, > but I'm having a tough time coming up with > a good tessellator for it. Are there any > references that has a demonstration of this? > > I'm currently looking at fixed subdivision for > the quadratic case, but because its not bi-quadratic > in the square sense, like bezier patches, it's harder > to come up with an easy algo for producing the parameter > space points. > > Any ideas or pointers would be much appreciated, > Thanks, > -DaveS > > ps. > > Conor, that sure was a "wacky" patent. :-P > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |