gui24a
08-10-2008, 06:26 PM
Hi again people!
I was trying to draw a curved surface. Initially I thought it would be easy, that there would be a proper and easy function to do the work. But it is not. To draw a curved surface is really a hell of work. I'm trying to understand the GLU Nurbs function to do that, but I can't figure out what gluNurbsSurface's parameters is and how it works. I search in all the web but nobody explain it detailed, not even the red book. I don't want to start to read a book about Bezier cubic curves now, I just want to know how the hell the control points is defined (whether it is world coordinates or is pixel coordinates, the array formatting, etc), what is U and V, U parametric direction, V parametric direction, etc. I would like to know the detailed description and functionality about all the parameters in this function and the way they influences the surface.
1. Where in the space stay the control points? It is just like a normal vertex, but invisible? It uses worlds coordinates, like vertex?
2. How much control points I have to do in order to draw a montain (cubic surface)?
3. What is the correct way to arrange the control points in a vector? I checked a example and I see that the guy uses a 4x4x3 dimensioned array, someone knows how the coordinates is arranged in that way?
Someone can help? I'm almost giving up of curved surfaces, it's really a shame OpenGL does not have a ready and easier function to draw such surfaces. I'm quite disappointed. This is the cause Direct3D is vast used, OpenGL has a lot of extensions, patchs and stuff and there is not a [censored] function to draw a curved surface.
I was trying to draw a curved surface. Initially I thought it would be easy, that there would be a proper and easy function to do the work. But it is not. To draw a curved surface is really a hell of work. I'm trying to understand the GLU Nurbs function to do that, but I can't figure out what gluNurbsSurface's parameters is and how it works. I search in all the web but nobody explain it detailed, not even the red book. I don't want to start to read a book about Bezier cubic curves now, I just want to know how the hell the control points is defined (whether it is world coordinates or is pixel coordinates, the array formatting, etc), what is U and V, U parametric direction, V parametric direction, etc. I would like to know the detailed description and functionality about all the parameters in this function and the way they influences the surface.
1. Where in the space stay the control points? It is just like a normal vertex, but invisible? It uses worlds coordinates, like vertex?
2. How much control points I have to do in order to draw a montain (cubic surface)?
3. What is the correct way to arrange the control points in a vector? I checked a example and I see that the guy uses a 4x4x3 dimensioned array, someone knows how the coordinates is arranged in that way?
Someone can help? I'm almost giving up of curved surfaces, it's really a shame OpenGL does not have a ready and easier function to draw such surfaces. I'm quite disappointed. This is the cause Direct3D is vast used, OpenGL has a lot of extensions, patchs and stuff and there is not a [censored] function to draw a curved surface.