scott wrote:
> Being able to render the patches directly without triangulating would be
> cool! I guess you "just" need a ray-patch intersection formula - does
> such a thing exist? Or use some kind of sampling method like media to
> find the surface? I have no idea if that will be any faster than
> splitting up into pixel sized triangles.
Sure, they exist. I used to expand functions like that by hand for fun
(yes, I was weird... actually, I'm *still* weird :) ). I think a
bicubic patch filled most of an 8.5x11 page if you wrote small ;)
...Chambers
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