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rodzilla

Rendering a triangular patch.

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Does anybody have a good algorithm to render a triangular patch defined by 3 vertices and the associated normals ? I have found a whole lot of info about how to render rectangular patches defined using control points (including the *excellent* tut on NeHe''s page ;*), but nothing about triangular patches defined using normals. Thanx a lot in advance.

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OpenGL renders Bezier patches that are best used as rectangular. To render triangulate patches you can use degenerated Bezier patches.
Otherwise you still can implement your own algorithm, but this will obviously be slower to execute and longer to develop.

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Guest Anonymous Poster
ATI has something you might want to check out:
http://www.ati.com/developer/sdk/NPatch/NPatchViewer.zip

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Vincoof : do you mean I should use OpenGL evaluators to render the patch ?

Do you know where I can find *good* documentation about evaluators and how to degenerate a bezier quad ?

BTW I developped my own N-patch rendering function. Still have
to optimize it, but at least it works, and it is reasonably fast... Anyway, If I end up using evaluators, I''ll reuse the normals -> control points things ;*)

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