Posted By: PadMalcom
Catmull spline - How to calculate? - 07/30/13 09:08
Sivan showed me a nice algorithm for a spline called catmull rom spline. It is implemented in DX and easy to use as you can see here:
http://www.mvps.org/directx/articles/catmull/
The function looks like:
As s, I pass values from 0 to 1 in steps of 0.1
My problem is that when I define a spline, it only goes 2/3 of the entire path as you can see in this image (blue is the path, red is the spline):
Any ideas?
http://www.mvps.org/directx/articles/catmull/
The function looks like:
Code:
D3DXVec3CatmullRom(D3DXVECTOR3* pOut, CONST D3DXVECTOR3* pV1, CONST D3DXVECTOR3* pV2, CONST D3DXVECTOR3* pV3, CONST D3DXVECTOR3* pV4, FLOAT s)
As s, I pass values from 0 to 1 in steps of 0.1
My problem is that when I define a spline, it only goes 2/3 of the entire path as you can see in this image (blue is the path, red is the spline):
Any ideas?