Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Chappa

Curve clipping in Quake3?

This topic is 6905 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Advertisement
Well, run quake3 in low geometry detail and you'll see what I mean.

By the way, does anyone out there know what kinda equation John Carmack uses for curved surfaces? (NURBS, BEZIER or whatever....)

Share this post


Link to post
Share on other sites
Hi there

I was wondering if anyone knows how the guys at id-software do the curved surface clipping in quake3. I think they tesselate the curves into triangles, but how to do clipping with so many triangles? (I'm not quite sure if they use triangles, could also be quads...). Well maybe I need an introduction to clipping anyway. So if anyone of you knows a good tutorial on clipping...
Hope I get some responses soon... :-)

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!