I was wondering if anyone knows how to retrieve the evaluated mesh that results from calling EvalMapsNV?
I want to save it so that i can use it in a vertex buffer instead of re-evaluating the patch every frame which becomes horrendously slow when there are more than a few patches.
u should be able to check the extension spec (from nvidia as a pdf) u should be able to call a glGet..() command though wether or not this will be quicker is open to debate. im betting itll be slower (unless u do this once in initiation + then use the resulting info )
I''ve read NV''s extension spec about twice all up while i was searching for how to do triangular map evaluation, they decided to remove the old evalCoord method from the new spec coz they decided it would only evaluate full patches. I tried putting the call to EvalMaps in a display list but it didn''t appear to make any difference to the speed.