> > No, first you need a way to model a smooth object; then,
> > as part of rendering, you create a polyhedral approximation,
> > with good vertex normals and texture coordinates, and you
> > shade that.
> 
> Can you point at any illustrative code?

No, sorry.  There must be a few toy systems you could look at,
but I don't know of them.

Anything that's capable of modeling industrially
interesting objects has to handle trimmed patches
(those are parametrically-defined surfaces where the
domain of the parameters has been cut down from the
usual square to some curved region in parameter space); and
intersections thereof, which are not simple to calculate.

Henry Rich

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