I’ve made an app to create a nurb terrain using gluNurbsSurface() and
everything works fine, knots, control points and all. But how do you
read back all the poly from the surface so it can be exported???
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I found the answer, which is…
You need to call…
gluNurbsProperty(theNurb, GLU_NURBS_MODE, GLU_NURBS_ TESSELLATOR);
Then you have to register a callback function…
gluNurbsCallback(theNurb, GLU_NURBS_VERTEX, (GLvoid
Here is a simple callback function…
void CALLBACK vertex_callback(GLfloat *vertex)
Because it happens, it’s always a good idea to post your solution to
your own question. You never know when someone comes looking for the
same answer and is saddened when they read this post. I haven’t touch
GLU in ages, but I believe your solution was to use
You’re right! I didn’t think of this. So I changed my post so people
don’t have to look down for the answer!