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klaymore142

Silly question about NURBS

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Hey all, Perhaps someone with some experience with NURBS surface deformations and Terrain rendering can answer this question. I have a Terrain engine which seems to work well - it generates a ROAM-style mesh, which I render with Vertex Arrays. The main goal is to make the terrain look very realistic, with a mimimum of polygons. However, I am thinking (to make the terrain look smoother up-close) about using the active vertex list as deformation points for a NURBS surface, and rendering the surface as the terrain. I'm worried that it will just create a bunch of polygons - and won't be very efficient. Also, that it will give the terrain a very rounded and smooth look, which is good for plains but not for rocky crags. Any thoughts?

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Nurbs seem quite heavy for that purpose. You could also do it by subdividing, then smoothing the surface (catmull-clark algorithm). In any case, you will get a smoothed surface.

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