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- bbbbggggnnnnssssuuuurrrr((((3333GGGG)))) bbbbggggnnnnssssuuuurrrr((((3333GGGG))))
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- NNNNAAAAMMMMEEEE
- bbbbggggnnnnssssuuuurrrr,,,, eeeennnnddddssssuuuurrrr - delimit a NURBS surface definition
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- FFFFOOOORRRRTTTTRRRRAAAANNNN 77777777 SSSSPPPPEEEECCCCIIIIFFFFIIIICCCCAAAATTTTIIIIOOOONNNN
- ssssuuuubbbbrrrroooouuuuttttiiiinnnneeee bbbbggggnnnnssssuuuurrrr
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- ssssuuuubbbbrrrroooouuuuttttiiiinnnneeee eeeennnnddddssssuuuurrrr
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- PPPPAAAARRRRAAAAMMMMEEEETTTTEEEERRRRSSSS
- _n_o_n_e
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- DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
- Use bbbbggggnnnnssssuuuurrrr to mark the beginning of a NURBS (Non-Uniform Rational B-
- Spline) surface definition. After you call bbbbggggnnnnssssuuuurrrr, call the routines that
- define the surface and that provide the trimming information. To mark
- the end of a NURBS surface definition, call eeeennnnddddssssuuuurrrr.
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- Within a NURBS surface definition (between bbbbggggnnnnssssuuuurrrr and eeeennnnddddssssuuuurrrr), you may
- use only the following Graphics Library subroutines: nnnnuuuurrrrbbbbssssssss,,,, bbbbggggnnnnttttrrrriiii,,,,
- eeeennnnddddttttrrrriiii,,,, nnnnuuuurrrrbbbbsssscccc,,,, and ppppwwwwllllccccuuuurrrr. The NURBS surface definition must consist of
- exactly one call to nnnnuuuurrrrbbbbssssssss to define the shape of the surface. In
- addition, this call may be preceeded by calls to nnnnuuuurrrrbbbbssssssss that specify how
- texture and color parameters vary across the surface. The call(s) to
- nnnnuuuurrrrbbbbssssssss may be followed by a list of one or more trimming loop definitions
- (to define the boundaries of the surface). Each trimming loop definition
- consists of one call to bbbbggggnnnnttttrrrriiii, one or more calls to either ppppwwwwllllccccuuuurrrr or
- nnnnuuuurrrrbbbbsssscccc, and one call to eeeennnnddddttttrrrriiii....
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- The system renders a NURBS surface as a polygonal mesh, and calculates
- normal vectors at the corners of the polygons within the mesh. Therefore,
- your program should specify a lighting model if it uses NURBS surfaces.
- If your program uses no lighting model, all the interesting surface
- information is lost. When using a lighting model, use llllmmmmddddeeeeffff and llllmmmmbbbbiiiinnnndddd
- to define or modify materials and their properties.
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- EEEEXXXXAAAAMMMMPPPPLLLLEEEE
- The following code fragment draws a NURBS surface trimmed by two closed
- loops. The first closed loop is a single piecewise linear curve (see
- ppppwwwwllllccccuuuurrrr), and the second closed loop consists of two NURBS curves (see
- nnnnuuuurrrrbbbbsssscccc), joined end to end:
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- call bgnsur
- call nurbss(. . .)
- call bgntri
- call pwlcur(. . .)
- call endtri
- call bgntri
- call nurbsc(. . .)
- call nurbsc(. . .)
- call endtri
- call endsur
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- PPPPaaaaggggeeee 1111
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- bbbbggggnnnnssssuuuurrrr((((3333GGGG)))) bbbbggggnnnnssssuuuurrrr((((3333GGGG))))
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- NNNNOOOOTTTTEEEE
- On Impact and Infinite Reality llllmmmmccccoooolllloooo cannot be called between bbbbggggnnnnssssuuuurrrr and
- eeeennnnddddssssuuuurrrr
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- SSSSEEEEEEEE AAAALLLLSSSSOOOO
- nurbss, bgntri, nurbsc, pwlcur, setnur, getnur
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- PPPPaaaaggggeeee 2222
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