clipka <ano### [at] anonymousorg> wrote:
> scott schrieb:
>
> >> I'm also not sure whether converting to triangles is an absolute
> >> necessity.
> >
> > 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?
>
> You actually need a ray-patch intersection /algorithm/. Which may be
> based on a formula of course.
>
> You also need an algorithm to compute a bounding box.
....
A good start for a bounding box for a NURBS surface would be a bounding box that
contains all the points in its control grid
--
Tor Olav
http://subcube.com
Post a reply to this message
|