Thank you for the reply.
I found the calls for OpenGL in the code so obviously it does use
OpenGL (my stupid mistake for not looking before I write:)
I have been looking for some advise from an expert(s) in the field
about NURBS trimming for some time and I hope you (or somebody) can
help me.
Like I said I am building this project with Java3D for a CAD
visualizer and have found a java3D NURBS API (JGeom) that works well
except, like all implementations I have found outside of OpenGL, it
does not do trimming. Currently I am trying a simple (lol) trimming of
the NURBS-derived shape with a circular polygon - i.e., all surfaces
outside of the circle are removed and those inside are kept.
I think if I could find a simple algorithm to translate the points
(from the circular object to cut from the shape) to parametric U,V
coordinates on the NURBS function that would be half the battle. Do
you know of an algorithm for this (point inversion) or some code
bindings with this (such as java or python)? Any help would be greatly
appreciated.
Thanks again.
On Dec 11, 1:53 pm, Graham Hemingway <
graham.heming...@gmail.com>
wrote:
> Hello,
>
> Thanks for taking a look at the project. Yes, Wildcat is build upon
> OpenGL. A fundamental part of the purpose of this project is to build
> a solid modeling kernel that is as fast as possible, and using the GPU
> is the best way to get that speed.
>
> Cheers,
> Graham
>
> On Dec 11, 2008, at 12:46 PM,
dinaharch...@gmail.com wrote:
>
>
>
>
>
> > Great project! I have been looking all around for this kind of project
> > being implemented or at least thought of and am glad to find others in
> > the same boat.
>
> > This may be a stupid question that can be answered by looking at the
> > code more deeply but does this code involve any OpenGL or DirectX
> > library calls? I am tying to do something similar but using java
> > instead.
>
> > Thank you, and once again - great work.- Hide quoted text -
>
> - Show quoted text -