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OpenGL® SuperBible, Third Edition by Benjamin Lipchak, Richard S. Wright

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Chapter 10. Curves and Surfaces

by Richard S. Wright, Jr.

WHAT YOU'LL LEARN IN THIS CHAPTER:

How To

Functions You'll Use

Draw spheres, cylinders, and disks

gluSphere/gluCylinder/gluDisk

Use maps to render Bézier curves and surfaces

glMap/glEvalCoord

Use evaluators to simplify surface mapping

glMapGrid/glEvalMesh

Create NURBS surfaces

gluNewNurbsRenderer/gluBeginSurface/ gluNurbsSurface/ gluEndSurface/ gluDeleteNurbsRendererf10

Create trimming curves

gluBeginTrim/gluPwlCurve/gluEndTrim

Tessellate concave and convex polygons

gluTessBeginPolygon/gluTessEndPolygon

The practice of 3D graphics is little more than a computerized version of connect-the-dots. Vertices are laid out in 3D space and connected by flat primitives. Smooth curves and surfaces are approximated ...

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