> Actually, you might even be able to go with the "build successive sets
> of intersecting bounding boxes" approach without ever needing the tree
> overhead in the first place.
Thanks for your detailed description of the algorithm. Really make sense. Yeh,
all we need is to split the surface into four parts using the
ON_NurbsSurface::Split method, and this is what the SurfaceTree() routine
actually does. Splitting a surface and calculate the sub-surfaces' bounding
boxes is just like generating a BBNode's four children. That's also what I
intend to do as I said in the last E-mail. I will try it out tomorrow.
Cheers!
Wu
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