q3 Bezier Curve Surfaces
Does any1 know of a good tutorial on generating the Bezier Curve Surfaces found in a q3 BSP Map File.
Type 1 (polygons)
Type 2 (Bezier Curves) - I need to load this type to my 3d engine
Type 3 (lights&Shaders)
Type 4 (billboars)
Thanks Also Which is correct
free(textures) or delete [] textures;
----------------------------http://djoubert.co.uk
it's delete [] textures; since we have a normal pointer here.
You need to tesselate the patches and write them back into your vertex array again to render them. The process isn't that easy to explain it with five words. Best would be to look at the DIESEL engine source or some other quake3 renderer sources. Search google.
You need to tesselate the patches and write them back into your vertex array again to render them. The process isn't that easy to explain it with five words. Best would be to look at the DIESEL engine source or some other quake3 renderer sources. Search google.
www.prsoftware.de
Quote: Original post by dawidjoubert
Type 2 (Bezier Curves) - I need to load this type to my 3d
As JazzD wrote, not exacly simple to explain. You either have look at some existing q3 loader/renderer, or bash your head into wall until it works as I did :). One thing you'll notice that size of patch is always odd (3x3, 3x5, 5x7, 7x3,...). Each this patch cosists of series of 3x3 patches. You basicly extract(*) a series of 3x3 patches from the one given. Then have look at some math pages how to create mesh out of 3x3 patch.
abcde abc cdeefghi => efg + ghijklmn jkl lmn
Quote: Original post by dawidjoubert
free(textures) or delete [] textures;
Depends how you created 'textures'. Use free if you used malloc and use delete[] if you used new[]
You should never let your fears become the boundaries of your dreams.
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