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 Unraveling Beziér Splines
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I think there are typos in the code, main loop should look like:

x = controlP[0].x*B1(count) + controlP[1].x*B2(count) + controlP.x[2]*B3(count);
y = controlP[0].y*B1(count) + controlP[1].y*B2(count) + controlP.y[2]*B3(count);



Right?


Koshmaar

Magic Pencil | SDL_Config (Homepage, Download) )


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Koshmaar: yes there's typo in there.


It would be nice to see how a Bezier surface could be optimised for rendering.

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