> > 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 ---------------------------------------------------------------------- For information about J forums see http://www.jsoftware.com/forums.htm
