No too difficult to augment the piecewise Catmull Rom to be 0-t over the whole set of control points. n = number of control points. Every point x has a t value of x/(n - 1) Then given a t for the whole line we can get the t' of the piece that it falls in on. Finding that piece is a simple linear search or binary search. Say if it falls between points a and b. The entire line t for a is "at" and t for b is "bt". Then the piece wise t will be... t' = (t - at) / (bt - at) Now it's just the use of the piecewise catmull/bezier formula to get the actual point. One thing to note though is that speed along the curve will vary depending on the control points and tangents defining the curve. I think you'll get that with any spline based smoothing though. > If I use Catmull Rom spline I need a t parameter going 0-1 between every > four controll points, so the whole curve is composed of more segments. > It is important that I should be able to go through the whole curve with > a paramter which is 0 at the start and 1 at the end of the curve > because I want to use equal length parts of the curve. > What I mean: > If I use the values 0, 0.25, 0.5, 0.75 and 1 of t than I get everytime > equal length lines between the different t values. ( 0 and 0.25, 0.25 > and 0.5, ... ) > > Is there a method how I can get control points from Catmull Rom spline > for a NURBS? ______________________________________________________________________ Post your free ad now! http://personals.yahoo.ca --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html