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Catmull-clark algorithm, can anyone explain me how to implement?
hi guys, i have a long time searching on web, and i found a package that do what i want, the problem is, they cant compute this algorithm at runtime, anyway, i just want to do a simplest catmull-clark subdivision to a procedural cuboid mesh, im working in a voxel-base mesh generator, but i dont want cubes, i want more rounded thing, so can anyone help me to implement this algorithm in a simplest way? thx
this is an example: but they use C and i dont want to translate it all https://rosettacode.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
I don't quite get what you're asking here.
explain me how to implement
What exactly should be explain here? You have a ready implementation in C which should "explain" how it can be implemented perfectly fine. When you say
i dont want to translate it all
does that mean you don't want to implement it at all but want us to implement it for you? That's not gonna happen. The code given in the example you've linked more than half of that code is irrelevant / just OpenGL, rendering, input / control boilerplate or example mesh shapes. The actual relevant code i just about 300 lines of code.
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