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Tim Nikias wrote:
>>An internal representation where at every node you record the x,y and z
>>position plus the derivatives in the u and v direction plus the second
>>derivative in the uv direction (a set that can be used to create a
>>smooth surface using Hermite polynomials) can uniquely be converted to a
>>smooth bicubic patch. I only mention this because it might be a more
>>natural set of parameters to work with during computation.
>
>
> Hm, you're right. Question is if the added complexity is worth the effort.
> Simply adding the nodes along the edges first, then accessing the various
> finished nodes to average the inner nodes doesn't look that complicated to
> me.
>
> But I'm actually getting in favor of subdividing the triangles, looks
> somewhat easier to me. :-)
>
Will you be starting from a square grid and start subdividing or will
you start from a hexagonal grid?
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