I need to determine a set of points which lie on a surface (x,y,z coordinates for each point in the u and v directions) when given a knot
vector, control points and weights in NURBS format. I know that there are NURBS evaluators in openGL (glEvalCoord), similar to using a vertex, but I do not know how to obtain the actual coordinates for each point that it has generated from the evaluator (for each u and/or v input). Any help that you could provide would be helpful. Thank you.
Look up “glFeedbackBuffer”.
Originally posted by Student_1138:
I know that there are NURBS evaluators in openGL (glEvalCoord)
That’s not a NURBS evaluator. If you want NURBS, look into glu.
Or look for a 3rd party library. I think there was one called NURBS++ and it will let you have the tesselated geometry.
A quick search gives