Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Nick Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: =?iso-2022-jp?B?QhskQnFbGyhKaWVy?= curve example Date: Fri, 19 Jun 1998 23:24:04 -0700 Organization: SCEA News Server Lines: 10 Message-ID: <358B557B.5D91@home.com> References: <3584C5B4.3B62C6DE@reptile.no> <35866B31.D8522F2@reptile.no> <01bd99c0$7b6db5c0$f30b0a0a@Angela1.intelligent-group.com> <358775C6.87DB954F@reptile.no> 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) I posted this URL in another thread, so sorry for the repetition, but here's where you can find a good tutorial on Kochanek Bartels splines: http://www.cs.unc.edu/~eberly/gr_keyf.htm Now, if anyone can point ME at a de Casteljau style implementation, I'd be greatful, cause otherwise I'm going to melt my brain trying to work it out myself! -nick