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Mike wrote:
> Parsing shouldn't be a problem. The hard part is figuring out how to render the
> surface. This is the example given in the Renderman Interface Specification:
> And you would probably want a trim_curve section inside nurbs_patch. Anyway,
> someone feel like coding this up real quick? ;)
Basing my answer on the knowledge (which there is not a lot of on povray in my
mind as we speak) that povray tesselates everything into triangles before render
time, rendering shouldn't be a problem. All that would be needed is a nurbs
tesselater into the pipeline, i haven't looked at the povray code but wouldn't this
be how the bicubic patches are handled or is it directly rendering the bicubic
surface (not tesselating it).
C.
--
Colin Doncaster
bEnT Animation, Inc.
"Baby Back, Baby Back, Baby Back RIBS!"
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