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- // 3D curved surface created from a mesh of triangles
- bicubic_patch
- {
- type 1 // patch_type (0..4)
- // 0 = Bezier patch, just store the triangular vertices
- // 1 = Bezier patch, store all plane equations defined by
- // the triangulation of the patch into sub patches
- // 2 = Bezier patch, use binary subdivision to find the
- // point of surface intersection.
- // 3 = Bezier patch, use binary subdivision & pre compute
- // and store all vertices
- // 4 = Bezier patch, vertices, all plane equations, normals
- // at each vertex of a subpatch are stored (to be used
- // for a smooth triangle shading in each of subpatch).
- flatness 0.1 // flatness value (valid for type 2 or 3 only, remove for 0,1,4?)
- // flatness_value = 0.01 to 1.0, with higher values
- // giving flatter, less smooth results
- u_steps 3 // # of triangles to subdivide (1-5)
- v_steps 3 // # of triangles to subdivide (1-5)
- <0, 0, 2> <1, 0, 0> <2, 0, 0> <3, 0, -2>
- <0, 1, 0> <1, 1, 0> <2, 1, 0> <3, 1, 0>
- <0, 2, 0> <1, 2, 0> <2, 2, 0> <3, 2, 0>
- <0, 3, 2> <1, 3, 0> <2, 3, 0> <3, 3, -2>
- }
-
-