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
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