I am modelling a 3d character(very simple :o) and I’m currently using opengl’s NURBS surface evaluator. I’ve noticed discontinuities on the NURBS edges, well this is because I’ve designed it that way. But later on I had this requirement to as much as possible remove discontinuities between the NURBS edges. I know in theory that NURBS can achieve c1 and c2 continuities but my problem is how I am going to do this using MAth. Or is there any function in opengl that avoids discontinuities between NURBS joined edges? By the way, using a 3d software is not an option for me(sorry ).