I suppose you know what a bezier patch is. The bezier mesh is a series of path which form an object.
To add a bezier mesh, you must add a new subsection to attribute "model" in a section "object".
{ bezier
name xxx;
cache x;
div x;
}
Only name is needed.
"name" is the name of the model. The model is in a .bzr file in the model path ( the same for brep model ).
"cache" tells is rt must record the data needed to render the object. The value for "cache" must be 1 if you want to record, 0 if not. Default value is 1.
RT will convert bezier mesh in a brep object. "div" tells RT how accurate must be the convertion.
There is a new .bzr format. A bezier mesh is a series of bezier patch. Here there is a template :
{ bezier
{ patch
(1.40000, 0.00000, 2.40000)
(1.40000, -0.78400, 2.40000)
(0.78400, -1.40000, 2.40000)
(0.00000, -1.40000, 2.40000)
(1.33750, 0.00000, 2.53125)
(1.33750, -0.74900, 2.53125)
(0.74900, -1.33750, 2.53125)
(0.00000, -1.33750, 2.53125)
(1.43750, 0.00000, 2.53125)
(1.43750, -0.80500, 2.53125)
(0.80500, -1.43750, 2.53125)
(0.00000, -1.43750, 2.53125)
(1.50000, 0.00000, 2.40000)
(1.50000, -0.84000, 2.40000)
(0.84000, -1.50000, 2.40000)
(0.00000, -1.50000, 2.40000)
}
{ patch
(0.00000, -1.40000, 2.40000)
....
}
......
}
.