Re: NURBS

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Jim Helman (jimh++at++surreal)
Mon, 29 May 95 13:13:42 -0700


GL NURBS are heavy, man.

Since the ocean probably doesn't need a whole lot of
trimming, you might be able to do pretty well building a
pfGeoSet of tristrips and setting the vertex positions based
on a simpler surface primitive which you evaluate on the
host, like Bezier patches. In order to avoid slowing down
the DRAW with this processing, you probably want to put it in
the APP, however this will require multibuffering the
geometry yourself under a pfSwitch node so that you don't
cause tearing by moving a vertex in the APP while it is being
drawn in the DRAW.

Note that OpenGL (which you'll be able to use with Performer
2.0) has a notion of maps and evaluators which might be
useful here. Also, we may do some surface primitives in a
future version of Performer, so let us know what's useful.

rgds,

-jim helman

jimh++at++surreal.asd.sgi.com
415/390-1151


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