Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Nick Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: 3D splines Date: Sat, 13 Jun 1998 16:03:56 -0700 Organization: SCEA News Server Lines: 16 Message-ID: <3583055B.515A@home.com> References: <6kk82p$lev14@chuka.playstation.co.uk> Reply-To: porcino@home.com NNTP-Posting-Host: cs1000396-a.gvob1.bc.wave.home.com Mime-Version: 1.0 Content-Type: text/plain; charset=iso-2022-jp Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01-C-SYMPA (Macintosh; I; PPC) You should check out the deCasteljou (spelling?) algorithm for Bezier splines. It uses only a tiny number of additions and multiplies, and gives you for "free" coordinates along the spline, the tangent, and with trivial effort the length of the spline. It's so easy, everyone who sees it has to slap themselves in the forehead for not thinking of it themselves! I'll post a mini-tutorial on my website by midnight June 15 PST. Look here: http://www.geocities.com/CapeCanaveral/9376 and follow the Count Meshula link (which won't appear until the tutorial is ready). -nick