Can someone give me the big picture of Quake 3 curved surfaces method? I actually found a way (expensive to be used) playing with the normals of some faces (dynamic normals).

Thx.

Can someone give me the big picture of Quake 3 curved surfaces method? I actually found a way (expensive to be used) playing with the normals of some faces (dynamic normals).

Thx.

The rounded faces are modeled and stored as

some kind of non-flat primitive. Most used

are cubic splines and bezier splines, of

which I like bezier better. (The splines are

actually 2D splines which generate a 3D

surface).

When you render your patch/primitive, you

decide how many triangles to tesselate into,

typically based on the distance from the

viewer, and plug the spline control points

into the surface equation for each generated

intermediary vertex position. Then just spit

out triangle strips and let 'em rip!