got_bezier?

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9 comments, last by silvermace 21 years, 7 months ago
im quite interested bezier surfaces because i would like to find out how quake3 does it, ive looked at several articles and they dont seem to be very helpful (im not very good at math/thinking/breathing) and i can implement a cubic curve -- 4x4 Control Points, but i dont get HOW im supposed to make one like quakes -- 3x3 any help, QUICK/NO Garbage Tutorials, code, advice, help, pointers, purple teddy bears etc etc. thanx /silvermace
"I am a donut! Ask not how many tris/batch, but rather how many batches/frame!" -- Matthias Wloka & Richard Huddy, (GDC, DirectX 9 Performance)

http://www.silvermace.com/ -- My personal website
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http://www.gamedev.net/reference/articles/article1584.asp

-MSkinn99

What''s done is done (Until you hit Undo)
Two wrongs don''t make a right; but 3 lefts do.
You''d be paranoid too if everyone was out to get you.


Yet another game programming web page...
-MSkinn99What's done is done (Until you hit Undo) :)Two wrongs don't make a right; but 3 lefts do.You'd be paranoid too if everyone was out to get you.
Yet another game programming web page...
You might wanna try checking out Nehe''s tutorial on Bezier surfaces, or check out my code at my home page(link below) where I''ve made everything simple and more understandable.

" Do we need us? "


Ionware Productions - Games and Game Tools Development

Thanx for the Link, i downloaded the file, but you must check all your links (REMOVER THE SPACES IN THE FILE NAMES MAN!)

i''ve looked into evaluators, is there a speed dirference?

cheer
/silvermace
"I am a donut! Ask not how many tris/batch, but rather how many batches/frame!" -- Matthias Wloka & Richard Huddy, (GDC, DirectX 9 Performance)

http://www.silvermace.com/ -- My personal website
for evaluators yeah there will be a performance hit usually as far as I''ve noticed I started rendering my Q3 curves with them and it was a good start to get the basis but now I tesselate them at load time so everything is precomputed...otherwise you''ll have to re evaluate them at every frame which can be costly.
from the looks of it, evaluators arnt for me, i cant control the Texture Coords and i dont know how im supposed to get Collision detection working with them ..

or is there a way to access the generated vericies?

/thanx
"I am a donut! Ask not how many tris/batch, but rather how many batches/frame!" -- Matthias Wloka & Richard Huddy, (GDC, DirectX 9 Performance)

http://www.silvermace.com/ -- My personal website
You can control tex coords with evaluators but as far as I know you can't multitexture with them so if you have lightmaps it will seem really out of place oh btw I dont think there is a way to access the generated vertices

[edited by - Derilect101 on September 9, 2002 3:20:47 AM]
you can control tex coords but not in the Q3 fashion ie. they have to be pre computed, which would defeat the porpose, might as well just use a manual algo

No Multitextureing! thats just no-good, thanx for the help
does anyone have any 3x3 patch code??

cheers
/silvermace
"I am a donut! Ask not how many tris/batch, but rather how many batches/frame!" -- Matthias Wloka & Richard Huddy, (GDC, DirectX 9 Performance)

http://www.silvermace.com/ -- My personal website
I''ll be willing to help you it took me awhile to do it but its actually really easy I''m just a knob I guess. But if you need any help just ask email is derilect@turbonet.com
i just sent you an e-mail
"I am a donut! Ask not how many tris/batch, but rather how many batches/frame!" -- Matthias Wloka & Richard Huddy, (GDC, DirectX 9 Performance)

http://www.silvermace.com/ -- My personal website

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