Graphics Reference
In-Depth Information
Figure 13.10.
A bicubic Bézier patch with 16 control points.
glPatchParameteri( GL_PATCH_VERTICES, 16 );
glBegin( GL_PATCHES );
glVertex3f( x
00
, y
00
, z
00
);
glVertex3f( x
10
, y
10
, z
10
);
glVertex3f( x
20
, y
20
, z
20
);
glVertex3f( x
30
, y
30
, z
30
);
glVertex3f( x
01
, y
01
, z
01
);
glVertex3f( x
11
, y
11
, z
11
);
glVertex3f( x
21
, y
21
, z
21
);
glVertex3f( x
31
, y
31
, z
31
);
glVertex3f( x
02
, y
02
, z
02
);
glVertex3f( x
12
, y
12
, z
12
);
glVertex3f( x
22
, y
22
, z
22
);
glVertex3f( x
32
, y
32
, z
32
);
glVertex3f( x
03
, y
03
, z
03
);
glVertex3f( x
13
, y
13
, z
13
);
glVertex3f( x
23
, y
23
, z
23
);
glVertex3f( x
33
, y
33
, z
33
);
glEnd( );
Alternately, if we are developing the tessellation shaders using
glman
, we
could use a .glib file like the one below to set this up. Note that this sets up a