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isenthalpic53

OpenGL NURBs to vertex

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At some level OpenGL (well, glu) turns your control points/knots into vertex data before rendering. Is there a way to get access to these vertices? I have a hull form of a containership, describe by splines (4th order I think), and I'm trying to take this data and turn it into flat panels (for which I need the vertex data). Thanks for reading.

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The gluNurbs source code is available in the mesa libs, which is your best bet. A better bet is to ignore gluNURBS completely (because it is a pile of crap if truth be told), and write your own Nurbs tesselator. The latter solution is always a 100 or so times faster, and a 100 or so times easier to maintain in the future.....

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Quote:
Original post by RobTheBloke
The gluNurbs source code is available in the mesa libs, which is your best bet. A better bet is to ignore gluNURBS completely (because it is a pile of crap if truth be told), and write your own Nurbs tesselator. The latter solution is always a 100 or so times faster, and a 100 or so times easier to maintain in the future.....
QFT. My advice is not to touch anything in glu with a barge pole.

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