I've made an app to create a nurb terrain using gluNurbsSurface() and everything works fine, knots, control points and all. But how do you read back all the poly from the surface so it can be exported???
I found the answer, which is...
You need to call...
gluNurbsProperty(theNurb, GLU_NURBS_MODE, GLU_NURBS_ TESSELLATOR);
Then you have to register a callback function...
gluNurbsCallback(theNurb, GLU_NURBS_VERTEX, (GLvoid (*)())vertex_callback);
Here is a simple callback function...
void CALLBACK vertex_callback(GLfloat *vertex)
Because it happens, it's always a good idea to post your solution to your own question. You never know when someone comes looking for the same answer and is saddened when they read this post. I haven't touch GLU in ages, but I believe your solution was to use gluNurbsCallback, correct?
You're right! I didn't think of this. So I changed my post so people don't have to look down for the answer!