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Curve clipping in Quake3?

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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....)

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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... :-)

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