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TEXT_301_bicubic_patch.txt
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1994-02-09
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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>
}