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Thread: How to draw Nurbs Surface real-time?

  1. #1
    Junior Member Newbie
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    How to draw Nurbs Surface real-time?

    I use gluNurbsSurface with 33 x 33 control points to draw Nurbs Surface
    but it's too slow to run every frame, I test about 117 ms per frame
    so, Can opengl be used another method draw Nurbs Surface real-time?

  2. #2
    Member Contributor
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    Take look at gluNurbsProperty and use good flags!!!!

  3. #3
    Senior Member OpenGL Guru
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    Quote Originally Posted by v770729 View Post
    I use gluNurbsSurface with 33 x 33 control points to draw Nurbs Surface
    but it's too slow to run every frame, I test about 117 ms per frame
    so, Can opengl be used another method draw Nurbs Surface real-time?
    If you don't need dynamic subdivision, store the resulting mesh. Either use display lists, or use GLU_NURBS_TESSELLATOR mode with callbacks which store the data, or write your own NURBS tessellator.

    If you need dynamic subdivision or compatibility with modern OpenGL (3.x/4.x core profile), the modern approach is to use a tessellation shader. But a 33x33 patch is likely to be beyond the implementation limits (the value of GL_MAX_PATCH_VERTICES isn't required to be any higher than 32), so you'd need to subdivide it (assuming that the curve has a reasonable degree).

  4. #4
    Junior Member Newbie
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    thanks reply, I don't need dynamic subdivision.
    I think I can try to store mesh data or GLU_NURBS_TESSELLATOR callbacks data, but how to draw this data next time?

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