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Thread: The big picture of Q3's curved surfaces?

  1. #1
    Junior Member Regular Contributor
    Join Date
    Aug 2000
    Posts
    106

    The big picture of Q3's curved surfaces?

    Can someone give me the big picture of Quake 3 curved surfaces method? I actually found a way (expensive to be used) playing with the normals of some faces (dynamic normals).

    Thx.

  2. #2
    Guest

    Re: The big picture of Q3's curved surfaces?

    The rounded faces are modeled and stored as
    some kind of non-flat primitive. Most used
    are cubic splines and bezier splines, of
    which I like bezier better. (The splines are
    actually 2D splines which generate a 3D
    surface).

    When you render your patch/primitive, you
    decide how many triangles to tesselate into,
    typically based on the distance from the
    viewer, and plug the spline control points
    into the surface equation for each generated
    intermediary vertex position. Then just spit
    out triangle strips and let 'em rip!

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