[aztec-users] Re: NURBS in Aztec?

  • From: "Phillip Martin" <pmartin@xxxxxxxxxxx>
  • To: <aztec-users@xxxxxxxxxxxxx>
  • Date: Tue, 9 Jul 2002 08:11:37 +1000

> Yes, but it doesn't really make sense to have some sort of export thing
> because it wouldn't change the surface of the mesh (well, maybe it
> would, but not the way it should)
>
> Hm, I'll boot into Windows tommorrow and show what I mean using 3DS
> MAX, and why it's only useful when having that representation in Aztec
> itself.

Thats a good idea richard. I am not sure what algorithm differences there
are when dealing with quads as the basic type for subdivision, but the
results were often more 'appealing' when compared to using triangles.

I haven't looked at the 3dsmax SDK since version 3, but back then they still
handled all their quad operations by looking at triangles that had shared
edges that were hidden. This is how they represented ngons as well. This is
also the approach aztec took (until I broke it) to allow groups of tiangles
to be selected in one go.

Phil


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