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The math behind patch meshes

Questions about models, making models and problems with models
RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

The math behind patch meshes

Postby RedSnappa » Wed May 02, 2012 2:12 am

This seems to explain it fairly well. Is there anything else I should know?
http://en.wikipedia.org/wiki/Non-uniform_rational_B-spline
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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DagF
Posts: 276
Joined: Thu Aug 18, 2011 8:40 am
Location: Norway
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Re: The math behind patch meshes

Postby DagF » Wed May 02, 2012 6:00 am

a patch meshe is a Bézier surface i think

i think this is just about the surface: http://en.wikipedia.org/wiki/B%C3%A9zier_surface

this is about curves: http://en.wikipedia.org/wiki/B%C3%A9zier_curve

ill see if i can find better links :)
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