Last Revision: | Version 1.0, 2003-07-07 Uses a vertex program to compute the vertex position for a NURB surface. |
Build Requirements: | |
Runtime Requirements: | Cocoa Project Builder, Mac OS 10.2 or later |
This demo uses a vertex program to compute the vertex position for a NURB surface. The example uses a 4x4 control mesh to define a NURBS surface. The host CPU generates a UV surface with the the u and v basis functions in the vertex position and color. The routine that builds the UV surface is CreateNURBSUVSurface which is called once, NURB basis functions are generated in CreateBSpliineBasis which is a recursive routine that computes the basis function from n to 1. Once the basis functions have been computed and inserted into the UV mesh a the control points are loaded to the GPU using glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ...) then drawn to using a glDrawElements command. The UV mesh is then evaluated on the GPU using the vertex program NURBSSurface.vsh (in Resources). Press mouse button to select and rotate Press control mouse button to select and translate Press shift / mouse button to select a control point Requirements: Project Builder, Mac OS 10.2 or later Keywords: vertex program, NURBS, opengl
Last updated: 2003-07-07