Sivan showed me a nice algorithm for a spline called catmull rom spline. It is implemented in DX and easy to use as you can see here:

http://www.mvps.org/directx/articles/catmull/

The function looks like:

Code:
D3DXVec3CatmullRom(D3DXVECTOR3* pOut,
                   CONST D3DXVECTOR3* pV1,
                   CONST D3DXVECTOR3* pV2,
                   CONST D3DXVECTOR3* pV3,
                   CONST D3DXVECTOR3* pV4,
                   FLOAT s)



As s, I pass values from 0 to 1 in steps of 0.1

My problem is that when I define a spline, it only goes 2/3 of the entire path as you can see in this image (blue is the path, red is the spline):



Any ideas?


Last edited by PadMalcom; 07/30/13 09:08.