Original Post
i'm wanting to add splines to my engine. Im using 3d max to generate my splines, and want to evaluate them in my engine. Now i understand the how to create them in max. what i dont know is how to use the data i have to generate a point on the curve. so i have this: a spline object has a number of knots. a knot has the following:
enum KnotType
{
KT_Auto,
KT_Corner,
KT_Bezier,
KT_BezierCorner,
};
Vector3 mIn;
Vector3 mOut;
Vector3 mPosition;
KnotType mType;
any one know any good tutorials that explain spline evaluation?