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Using a B-Spline Transformation.

Started by July 23, 2018 04:16 AM
1 comment, last by lucky6969b 6 years, 6 months ago

Does this data look good?

Input:

D3DXVECTOR3(0,0,0);
D3DXVECTOR3(0,1,0);
D3DXVECTOR3(1,1,0);
D3DXVECTOR3(1,0,1);

Results:

Vertex 0
Pos: 0 0 0
Vertex 1
Pos: 0 1 0
Vertex 2
Pos: 0 1 0
Vertex 3
Pos: 0 0 0
Vertex 4
Pos: 0 0 0
Vertex 5
Pos: 0 1 0
Vertex 6
Pos: 0 1 0
Vertex 7
Pos: 1 1 0
Vertex 8
Pos: 1 1 0
Vertex 9
Pos: 0 1 0
Vertex 10
Pos: 0 1 0
Vertex 11
Pos: 1 1 0
Vertex 12
Pos: 1 1 0
Vertex 13
Pos: 1 0 1
Vertex 14
Pos: 1 0 1
Vertex 15
Pos: 1 1 0
Vertex 16
Pos: 1 1 0
Vertex 17
Pos: 1 0 1
Vertex 18
Pos: 1 0 1
Vertex 19
Pos: 0 0 0
Vertex 20
Pos: 0 0 0
Vertex 21
Pos: 1 0 1
Vertex 22
Pos: 1 0 1
Vertex 23
Pos: 0 0 0

bspline.png

The major reason that I couldn't render from the results of the bspline computation was that the number of vertices coming out of the function is higher than the original input. For example, if I pass the standard cube which has 8 vertices into the function, I'll get 48 vertices out, rendering the original 8 vertices is no problem, because the indices are predefined. when the function returns, I don't know anything about the index buffer anymore.

thanks

Jack

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