It reminded me of this article specifically: https://bgolus.medium.com/the-best-darn-grid-shader-yet-727f...
It reminded me of this article specifically: https://bgolus.medium.com/the-best-darn-grid-shader-yet-727f...
As an aside, Catmull-Clark subdivision has been around since 1978, which, as a first step, breaks an arbitrary polyhedron into a mesh of quadrilaterals.
First rule of computer graphics: lie
Second rule of computer graphics: lie
Third rule of computer graphics: lie
Why?
In many cases modern renders use triangles only a few pixels in size, you won't see C1 discontinuity at that size.
All the outer edges of quad still have C1 discontinuity between other quads, all it fixes is the internal diagonal
It has performance & complexity overhead
I'm using it all the time when i want to draw lines in 3D.
(though as far as lines and OpenGL is concerned i remember reading ages ago that not even SGI's implementation had full support for everything OpenGL was supposedly able to do)