// 3D curved surface created from a mesh of triangles bicubic_patch { type 1 // patch_type (0..4) // 0 = Bezier patch, just store the triangular vertices // 1 = Bezier patch, store all plane equations defined by // the triangulation of the patch into sub patches // 2 = Bezier patch, use binary subdivision to find the // point of surface intersection. // 3 = Bezier patch, use binary subdivision & pre compute // and store all vertices // 4 = Bezier patch, vertices, all plane equations, normals // at each vertex of a subpatch are stored (to be used // for a smooth triangle shading in each of subpatch). flatness 0.1 // flatness value (valid for type 2 or 3 only, remove for 0,1,4?) // flatness_value = 0.01 to 1.0, with higher values // giving flatter, less smooth results u_steps 3 // # of triangles to subdivide (1-5) v_steps 3 // # of triangles to subdivide (1-5) <0, 0, 2> <1, 0, 0> <2, 0, 0> <3, 0, -2> <0, 1, 0> <1, 1, 0> <2, 1, 0> <3, 1, 0> <0, 2, 0> <1, 2, 0> <2, 2, 0> <3, 2, 0> <0, 3, 2> <1, 3, 0> <2, 3, 0> <3, 3, -2> }