Good you used B-splines to model your road, since simple Bezier curves don't have continuous curvature between segments, which results in all kinds of trouble.
> Maxim Shemanarev, the author of the open source anti-grain 2D rendering> pragmatically: <http://www.antigrain.com/mcseem/index.html>
> engine, seems to have tackled the curve stroking (dealing with cusps etc)
> <http://www.antigrain.com/mcseem/index.html>
I did something similar in my car racing game (currently under
development, naturally in Haskell ;), where the track is defined with
B-splines. I keep subdividing those parts where the cosine of the angle
between subsequent segments is below a certain limit. I also found that
by adding well-chosen textures, this limit--hence the polygon count--can
be decreased drastically without any perceivable loss in quality.
Gergely
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